Alacrity and Vitality

Hi all.  I’ve been tinkering with ways to port some of the fun bits from 4e into pathfinder.  Here are some of the feats I’m using to do that.  As always, suggestions on this are definitely welcome.


Alacrity Feats

Adventurer’s Alacrity (General)

Benefit: You get a certain thrill out of overcoming challenges and can draw on that to act with greater vigor. At the end of any encounter in which you come into conflict with a significant threat you gain a point of alacrity. Once per turn, you may spend a point of alacrity to take an additional swift or immediate action. Alternately, you may spend 2 points of alacrity to take a move or standard action. You lose a point of alacrity for each hour of rest you take.


Vitality Feats

Defiant Soul (General)

Prerequisites: Improved Vitality

Benefit: Your strong life force protects you from the clutches of death. When you are subject to an effect that would render you permanently unable to act, you may spend hit points equal to the effect’s save DC to ignore that effect. If no save is allowed, use 10 + ½ the source’s caster level or hit die instead. You can also use this at the start of your turn to shake off an effect that prevented you from acting during your last turn at half that cost.


Hidden Vitality (General)

Benefit: You are remarkably resilient. Gain a pool of vitality points equal to 6 + your constitution modifier. Once per minute of rest you can spend a point of vitality to recover 1 hit point, +1 for every 4 hit die you have. When in immediate danger, you can trigger this recovery as part of a total defense action. You can only use that option once per encounter. You recover all spent vitality after 6 hours of rest.


Improved Vitality (General)

Prerequisites: Hidden Vitality

Benefit: When spend vitality to recover hit points, increase the amount recovered to 1 + ½ the number of hit die you have. You can also count non-strenuous activity as rest for the purposes of recovering.


Unbound Vitality (General)

Prerequisites: Improved Vitality

Benefit: When spend vitality to recover hit points, increase the amount recovered to ¼ your total hit points.

Published in: on August 23, 2017 at 3:00 am  Leave a Comment  
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Role Review

I was poking around the homebrew forum over at Giant in the Playground when I noticed this post on role design for a custom system inspired by 4th edition D&D.  I got a into how each of the roles turned out and what functions they ended up serving, so I figured I’d relay that here.

Strikers in 4e are the only strictly offensive role in game as their focus is strictly on reducing the enemy team’s time to defeat. They are especially good at delivering damage precisely where they want it. This makes focusing fire easier for them as well as making them good at landing finishing blows. Note that high offense and ease of targeting are independent but synergistic features, with ease of targeting often being accomplished by some combination of ranged attacks and mobility.

Leaders in 4e help their group stay at full strength by helping allies recover, acting as a kind of life line for those running out of hit points. This helps mitigate focused fire somewhat as it let’s the group shift defensive resources to anyone who’s being focused on. Since the need for this is small when the party is at full health, leaders often have secondary jobs as well. If fully defensively oriented, their secondary focus will be on providing protection to mitigate damage before it happens. If they’ve got a somewhat more offensive bent, they’ll act as an enabler, making allies better at performing their jobs.

Defenders in 4e actually seem to have discouraging focused fire as their unofficial job. Their high hit points and defenses make them unappealing focus targets. By itself, this would just result in their allies being taken out first. However, their marking mechanics let them counter that by making themselves more appealing targets to an enemy of their choice. In effect, this lets them peal a specific foe of the group that might be trying to achieve focused fire. The selective nature of marking and punishment mechanics make them less “everyone attack me” like classic “tanks” and more about making sure attacks are distributed around the party so nobody falls. From there, they tend to mirror leaders somewhat by either proactively setting up protective measures or increasing their offense. The main difference being that these defensive and offensive boosts tend to be self oriented as opposed to the leader’s more ally oriented focus.

4e controllers are bit of mess in that their focus is split between acting as artillery and manipulating the opposing side’s options with few class features directly supporting either. Granted, either of those can be made to support the other. For example, if the character was primarily artillery they might want strong manipulation options as back up plan for when limited targets cuts their total damage output. On the flip-side, area attacks can be used to discourage grouping, making it a situational way of altering enemy plans. From what I’ve seen, the online community tends to favor the focusing on the manipulation side, with the artillery side mainly used as a way to distribute control effects over multiple enemies. One side effect of the system is that “minion popping” became a secondary job of the role due to the availability of multi-target powers for this role. It’s interesting to note changing enemy plans overlaps with defender’s deciding who attacks them, which lead to occasional comments about defenders being a specialized type of melee controller.

On a side note, things have been pretty busy over here.  I started a new job in a new city this year, which is admittedly part of why posting has dropped off.  That being said, things are getting a bit more stable now so as time frees up I may start putting more things up here.

Published in: on January 7, 2016 at 10:40 pm  Leave a Comment  
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Warrior Gambits

I’ve been mulling over martial encounter powers lately. While encounter powers are good at varying actions between rounds, they do encourage throwing out your strongest stuff until you’re down to grinding away with at wills.

On approach I came up with the use of “gambits”. Basically how they’d work is you’d declare them when making a weapon attack. If the attack hits, you get a minor perk and a free secondary attack based on the gambit used. It the initial attack fails, the target instead gets a bonus to defend against further that gambit for 1 round, as they’re on guard against it.

That should create an interesting flow overall. At around 50% accuracy, the player would be looking at a 50% chance of needing to change gambits, 25% chance of an at-will level hit, and a 25% chance of an encounter level hit. I’d have to work out the numbers, but that does seem to be a workable approach. Give the player 3 gambits to start and they’ll have a choice each round even when a gambit is down.

One potentially issue I see is that the chance of heavy hits gets really badly hit by low accuracy. To counter that, I might add a “feint” option. If you take that, a miss triggers the secondary attack instead of a hit. The result would be higher accuracy at the cost of removing the chance to double hit.

4e Adaptions: Damage Fixes

One of this problematic points in 4e is that anything that allows multiple attacks to the same target within a round are extremely effective damage dealers, to the point they tend to hedge out other options. This is largely due to the fact each such attack effectively multiply static bonuses to damage rolls, which make up the bulk of damage totals at higher levels.

This imbalance has been a bit of a mixed blessing due to the hit point inflation enemies get at higher levels. I’ve run some numbers and a fight that takes around 4 rounds at heroic tier can stretch out to 8 to 9 rounds in epic due to this inflation.

As such, I suggest the following two pronged attack to reduce the effectiveness of these multi-strike attacks without having high level fights drag to a crawl.

Tap Capping Damage Bonuses

The Rule: Once a bonus to damage rolls has been applied to a target, that bonus can not be applied to further damage against the target until the start of the attacker’s next turn. If multiple attackers share the same bonus, track this separately for each attacker.
The Reason: Looking over the damage entries for multi-strike and off action attacks, it looks like the designers largely ignored any bonuses to damage rolls. Most multi-strikes do a comparable number of damage dice to powers of similar levels. The dice are just distributed differently. This rule prevents multi-tapping of damage bonuses to bring those powers on par with their single strike, standard action counter parts.
Gameplay Effects: Resetting bonuses at the start of the turn favors attacks that happen during the players turn, with each following attack having less of a chance of gaining the damage bonus. One problem with this rule is it also reduces the potency off opportunity attacks. This is mitigated somewhat by opportunity attack specific damage bonuses. However, to counter this more strongly you’d want..

Reduced Hit Point Scaling

The Rule: Monster gain half the normal hit points per level. This does not effect the base number of hit points they get.
The Reason: As mentioned earlier, fights in epic can easily double in length with applying damage bonus multipliers. Halfing the hit points from levels counters that effect, keeping fights at more reasonable time frames without damage abuse.
Gameplay Effects: With reduced hp, an at level fight in epic will often be over before at will come into play (barring characters who focus on them). However, that’s not necsessarily a bad thing and overuse of at-wills can make combat more tedious.

Published in: on June 3, 2014 at 6:16 pm  Leave a Comment  
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4e Ability Score Progression

I’ve noticed some issues with ability scores in 4e D&D. Here are a couple suggested fixes to help smooth things over.

Rounded Growth

The Rule: At every level the player would gain +1 to 2 ability scores, they instead gain +1 to all ability scores.
The Reason: Only increasing 2 abilities at 6 different levels puts the modifier for those two 3 points higher than any other score. Since the boosted abilities are usually the character’s strongest, this widens the divide between high and low scores even more as the character progresses. That in turn makes it harder to set a worthwhile DC for even two character with similar training but different ability priorities. Due to difficulty scaling, this has the net effect of making characters worse at everything else outside their focus as they reach higher levels. This rule change still keeps the range between high and low scores, but keeps that gap from widening at higher levels.
Gameplay Effects: While this does make higher level characters better overall, it’s mostly an increase in versatility over raw power. It doesn’t make them better at their strong suits, it just keeps their weaknesses from getting exaggerated at high levels.

Practiced Growth

The Rule: When you get a chance to raise all ability scores by 1, you can forgo raising one scores that’s at 9 or higher to raise a second score by 2. The score being increased this way can not be raised beyond 19. If the ability is used by one of the character’s powers or trained skills, raise the maximum to 21. Increase these limits (including the minimum score) by 1 for each previous time all scores could be raised by 1.
The Reason: This one is actually meant to counter the dominance racial ability modifiers often have on race selection. By giving races without a bonus to their primary ability the chance the catch up at higher levels, we can hopefully reduce the prominence of those bonuses a bit.
Gameplay Effects: The net effect should be pretty mild. In general, it’s roughly equivalent to letting the player swap their racial ability score bonus to a different stat at a certain level.
There is one possible side effect of combining this with Rounded Growth in that a player could choose to go with lower starting score to get more efficient use out their point buy. If that’s a big concern, consider limiting how many times this option can be selected.

Published in: on May 21, 2014 at 1:11 am  Leave a Comment  
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4e Option: Expanded Defense

One of the interesting features of 4th edition D&D is how it pairs abilities to determine defenses. The nice thing about this is that you only need to pay attention to 3 ability scores to have well rounds defenses. The downside is if your two highest scores are in the same pairing, you’ll have weaker defenses than some one with the same values in different score. This means things like being strong and tough, smart and graceful, or wise and charming poor choices, despite being good thematic combos. To help address this, I present the following feat.

Expanded Defense
Heroic Tier
Benefit: Select two of your defenses when you take this feat. You can use the lowest ability modifier assocaited with first defense as the ability modifier for the second defense you chose.

For example, if some one wanted to play a strong and tough warrior type, they might pick fortitude and will with this feat. That would let them use the lower of their strength or constitution modifier as the ability modifier for their will defense in place of their wisdom or charisma modifier.

Since this is essential a bug fix feat, DMs may even want to provide this as a free feat. It’s main effect is to let you swap a score into another pairing, so it’s impact is fairly low outside of shoring up certain ability score combos.

Published in: on April 24, 2014 at 6:19 pm  Leave a Comment  
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Power Stunting

I’ve been mulling over the stunting rules and would like to try something that’s a bit more streamlined. This is at least partly inspired by Eternity Publishing’s entry on a Revised 4e Fighter. However, in this case we’re take that power building approach and generalize it before building class features on top of it.

Power Stunts

Whenever a character wants to use their powers in an unusual way, they may attempt a power stunt. To perform a stunt, simply describe the effect your going for and select perks that match that effect. You should rarely need more than 2 perks, though you may select the same perk multiple times for an improved effect. Once all perks are selected take a drawback for each perk. As with perks, you should focus on one or two and just take them multiple times if needed.

At any point in this process, the DM may step in with some changes. This should be done sparingly and generally limited to when the stunt described isn’t feasible given the situation or tools used. If a given stunt seem unworkable or exceptionally difficult, the DM may choose to alter it’s effects or charge an extra drawback. In general, even a poorly planned stunt should have something happen, even if it’s not what the character originally intended.

Note that common maneuvers such as basic attacks count as powers and can be modified by these rules. However, stunts are normally only performed during the characters turn, so stunting doesn’t apply to opportunity attacks.

Common Perks

The following perks are generally easy to apply to physical attacks and are should be readily available to most characters.

Effects: If the initial attack misses, you may still deal damage to the target equal to your ability modifier.
If you purchase this perk a second time, you can reroll the attack roll if the initial attack misses.

Effects: The modified attack may target Fortitude instead of AC.

Effects: If the initial attack hits, the target grants combat advantage until the end of your next turn.
A second purchase denies the target their next minor action in addition to having them grant combat advantage.
A third purchase lets you daze the target on a hit instead of having them grant combat advantage.

Effects: If the initial attack hits, the target is grabbed until the start of your next turn. While grabbing them, the hand, weapon, or item used in the grab can not be used for anything else.
If purchased a second time, the grab no longer ends automatically.

Effects: You may shift 1 square before or after making the target attack.

Effects: If the initial attack hits, add your choice of ability modifier to the damage dealt. If that ability modifier already applies, you must choose another ability.
For each additional purchase, you can choose to add another ability modifier to the damage roll. If the attack has a damage roll, you may instead choose to increase the damage die rolled by 1.
For powers with no damage die roll, you may use two purchases of this perk to grant 1[W] or 1d8 damage to that attack.
Special: This perk can not be combined with the weak drawback.

Effects: Use a single target at-will attack power against a secondary target. This secondary attack has 2 drawbacks applied to it. The secondary attack can not be used on the target of your primary attack.
For each purchase after the first, you can choose to remove a drawback from the secondary attack or repeat it against another target.

Effects: If the initial attack hits, the target is pushed 1 square.
Each additional purchase increases the push distance by 1. You may sacrifice 2 squares of push to knock the target down instead.

Effects: The user gains a +2 power bonus to a defense of their choice until the start of their next turn.

Effects: If the initial attack hits, the target is slowed until the start of your next turn.

Effects: If the initial attack hits, the target takes ongoing damage equal to an ability modifier of your choice. The chosen ability can not be the one used to hit the target.

Effects: The modified attack may target Reflex instead of AC.

Common Drawbacks

Effects: The modified attack suffers a -2 penalty to it’s attack roll. This can be taken a second time to increase the penalty to -4.

Effects: The user grants combat advantage until the start of their next turn.

Effects: Each time you select this drawback, you must sacrifice one die of damage. If this sacrifice removes all damage roll bonuses from the power, count it as an additional drawback. If the power lets you add an ability modifier to the damage roll, you can sacrifice that instead of a damage die.

Published in: on July 10, 2013 at 3:59 am  Leave a Comment  
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Projects and Variants

Hi folks. I’d like to mention I’ve finally finished the reworking of the hidden menace playtest. I’ll do some early testing over the next few weeks, but I’m planning to put it through its paces over the Christmas break.

In the meanwhile, I’ve been tinkering with some rules variants in a 4e colonization game I’ve been running. Here’s a variation my wife is trying out.

Scout Variant – Whirling Stalker

Feature Swap

Trade Dual Weapon Attack for the following features.

Warding Slash — Ranger Attack
Any foe foolish enough to stay within reach of your blades will feel their sting.
At Will — Martial, Weapon
Opportunity Action — Melee weapon

Requirement: You must be wielding a melee weapon in your off-hand.
Trigger: An enemy ends their turn adjacent to you.
Target: The triggering enemy.
Attack: Dexterity vs. AC (off-hand weapon)
Hit: 1d4 damage and the target takes a -2 penalty to its attack rolls until the end of it’s next turn.
Level 15: Change damage die to [w].

Thrill of the Chase — Ranger Feature
The sight of your enemies fleeing before you fills you with renewed vigor.
At Will — Primal
Opportunity Action — Personal

Trigger: An enemy that started their turn adjacent to you ends their turn not adjacent to you.
Effect: You gain a cumulative bonus to the damage rolls of your weapon attacks equal to half your Dexterity modifier until the end of your next turn.
Level 9: Raise bonus to Dexterity modifier.
Level 25: Raise bonus to Dexterity modifier + 2.

Play Style

These features are meant to discourage grouping and encourage repositioning. The idea is to make the enemies only good choice to try spreading out and staying away from the ranger. Much like a defender, this feature set is meant to give targets several bad choices. If they stand their ground, they suffer extra damage and find their own attacks deflected. If they shift away, they may be able to save their own hide, but the ranger becomes stronger and may either pursue them or take it out on their buddies.

Published in: on December 6, 2012 at 2:40 am  Leave a Comment  
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Stunting Redux

Today I’d like a look at how improvised actions and effects could be handled in D&D. I’ve already mentioned “called shots” as a way to handle this, but that does tend to limit possible stunts to minor effects for anyone but specialists.

What if instead we trade damage for special effects? It’s a pretty straightforward idea. You can find an excellent example by Upper Krust of the boards here. What I’m thinking of doing is scaling those cost by the target’s hp total. This makes it easier to put debilitating effects on mooks and lower level foes while giving boss type a lot of resistance to shut downs.

Sample System

Here’s an example of how you might set up this damage cost system in 4E, using the “page 42” rules for “Actions the Rules Don’t Cover” as a starting point.

When a character performs a stunt they can declare they’re going for a special effect. Roll damage as normal. However, once that damage is rolled the player can reduce it by the values in the tables below to buy a special effect. If they don’t have enough to buy the effect they want, they can choose a related lower cost effect or “bank” the points. These banked points can be cashed in on future stunts to reduce the cost of the target special effect.

For example, one player might bank a few points of “stun damage” on a standard stunt so an ally can finish the stun with their own stunt.

Condition Damage Cost Restrictions
Combat Advantage 4 + 2 * character level
Dazed 8 + 2 * character level + enemy level
Immobilized 3 + enemy level limited use*
Prone 4 + character level / 2 + enemy level
Slowed 2 + enemy level / 2
Stunned 13 + 2 * character level + 3 * enemy level limited use*
Weakened 4 + enemy level limited use*

*Anything marked “limited use” should not be available at will. Stunts with limited damage expressions or expending encounter powers may let the character add these effects.

Extra Options

Instead of using page 42, the DM may allow you to buy a special effect on one of your powers, provided you describe using it in a creative way. When doing this, you may also be allowed to “cash in” an existing special effect to offset the cost of a new effect. This trade in is especially useful for character with lower damage but strong rider effects.

Another thing the DM may want to allow is offering special effect purchases on a critical hit, even if they didn’t declare the stun ahead of time. This can help make crits a bit more flavorful instead of being just high damage.

Expanding the System

The above table is pretty rough, but it does give some reference points to work from. In addition to adding extra effects, you’d probably want to make stunt damage scale better. At present, it doesn’t keep up with monster hp inflation.

Behind the Scenes

Here’s a quick run down of the math I used to fill the table for anyone interested in doing their own tinkering.

Lose a Turn

The tricky part about trading damage for a turn loss is by reducing damage we potentially give the enemy a chance to act later by letting them live longer. In effect, this stunt effectively delays enemy actions by 1 turn.

While it’s hard to really tell how much a stun will help without repeated testing, we can make some estimates. Let’s assume turn loss is roughly balanced when the time lost is equal to the enemies lifespan extension due to the reduced damage.

Assuming 60 accuracy against same level foes, we’re looking at a 0.6 expected round loss for the target enemy.

Now lets assume a 5 monster group of such enemies should take 4 to 5 rounds to drop without dailies. For individual enemies, that works out to around 4.5 rounds with scattered fire and just over half that with focuses fire. Assuming roughly even odds of both, that works out to around 3.4 rounds per enemy.

Over that time, the enemy was taking an average of 29% of their hp in damage each round. So 0.6 rounds of extra lifespan is roughly equal to 17% of their hit point total. On the other hand, damage sacrificed would also be multiplied by hit chance, so we divide by 0.6 to get back to 29%.

Combat Advantage

Using the number from stunning, we know combat advantage is worth a 33% damage increase. (60% accuracy to 80% accuracy). Since enemies are taking 29% hp damage each round, this work out to 9.7%. For granting combat advantage to everyone, assume just over half will be able to focus fire and at least one of those will likely have combat advantage already, so double the values (to 19.4).

Condition Breakdowns

Stunned = 19.4% character level + 31.9% enemy level (Combat Advantage 19.4% + turn loss 29% + Can’t flank (assume flanking gives 33% output increase from CA about 1 time in 3, apply loss (1/1.11 = 0.9) to value of lost turn) ~2.9%)

Dazed = 19.4% character level + 12.6% enemy level (Combat Advantage 19.4% + Reduced to 1 action (~2/3 output?) ~9.7% + Can’t flank ~2.9%)

Immobilized = 9.7% (Can negate melee enemies (~50%?) if allies stay out of range (~2/3?), so ~33% turn loss?)

Prone = 4.9% character level + 9.2% enemy level(halve CA values for melee only and halve again for ranged penalty 4.9% + -2 attack rolls (20% dpr loss, but usually trivial to recover from (x1/3?) 1.9% + usually costs most action (price at 1/4 full action?) + 7.3%)

Slowed = 4.8% (treat as effective turn loss maybe 1 time in 6?)

Weakened = 14.5% (treat as half turn loss)

Published in: on July 12, 2012 at 5:08 pm  Leave a Comment  
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Delver’s Legacy Goals

In my recent lurkings around the boards I’ve seen interesting postings for a couple 4e retro-clone projects. Right now the top two are Magic Sword and D&D4.5. This has gotten my own creative juices flowing, so I’ve been taking a closer look at my own Delver’s Legacy posts. If I do go ahead and follow suit, I’d have the following goals for the system.

  • Gameplay: Inspired by D&D, especially 4E.
    • Automated Balance: The system should take care of as much character balancing behind the scenes as it can.  Players should be able to pick options without worrying about being underpowered.  Any “taxes” to be on par with expected values should be folded into existing features instead of being presented as choices.
    • Tactical Focus: The core rules should focus primarily on overcoming immediate challenges with the tools at hand.  Strategic concerns such as supplies and long term resource management should largely be treated more as add-ons that can be used as needed.
    • Versatile Heroes: Each PC should be able to participate in a variety of challenges.  While being specialized in a certain field should be supported, PCs should still be able to do interesting things outside of a single speciality. This likely means putting options in bins.
    • Party Oriented: Each PC should be more effective as part of team than they are individually.  I’m planning on intentionally leaving a certain amount of design space for supporting party member synergy, such as improved effects for following up on an ally’s actions.  When combined with the automated balance and versatile heroes, this should lead to an emphasis on optimizing the party over optimizing the character.
    • DM Friendly: The system should have tools for making it easy to run the game and come up with new material on the fly.
    • Few Restrictions: Characters should not need to jump through a lot of hoops to get access to new options.  The amount of preplanning a character needs to expand in a new direction should be kept to a minimum.
    • Stunt Friendly: Improvised actions should be well supported and kept fairly on par with normal actions.
  • Mechanics: Rebuilt from the ground up.
    • Trimmed Down: The amount of core content should be kept low, both to make it easier for new players to pick up and to reduce my own workload.  This will most likely mean toolkit systems in the core book with flesh out examples provided in supplements.
    • Diverse Origins: Rule sources will not be limited to D&D.  I will pick freely from mechanics in other sources, including a few original ideas.  The focus will be on replicating the experience over copying the rules.  Likely alternate sources include Fantasy Craft, True20, Old School Hack, and possibly FATE.  Other suggestions are welcome.
    • Transparency: I will likely “show my work” for the game’s math and mechanics, either in posts or in a supplement.
  • Legal:
    • Open Source: I’m not interested in keeping a tight legal reign on the system.  The core system will likely use OGL or a similarly flexible license.

I’m planning on fleshing out some of these ideas over the next couple weeks. At worst, it will clear my head and get me back into practice with my games designs. Who knows, I might even get a full game out of it. I’m not particularly attached with tying this to the identity of 4E, so it’s likely this will end up having a similar relation to the above retro clones as Gamma World does to 4th edition D&D.

Published in: on July 9, 2012 at 9:35 pm  Leave a Comment  
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