Page 5 of 5

Re: Dungeons and Dragons campaign

PostPosted: Sun Feb 10, 2013 1:28 am
by Guyshane
*mental image of Sicon just pirating the books off the internet*

Re: Dungeons and Dragons campaign

PostPosted: Sun Feb 10, 2013 1:31 am
by Sicon112
Guyshane wrote:*mental image of Sicon just pirating the books off the internet*


*Guyshane wins the gameshow. There is no gameshow, so he gets nothing.*

Re: Dungeons and Dragons campaign

PostPosted: Wed Mar 27, 2013 11:52 pm
by Krika
GAH, NOBODY MAKE ME REALIZE WHAT I"M GOING TO HAVE TO PUT INTO THIS, MKAY? AS LONG AS I DON"T THINK ABOUT IT, OR REALIZE THE EFFORT I"M PUTTING INTO IT, OR WILL HAVE TO PUT INTO IT, I SHOULD BE REASONABLY FINE....

Right, restarting this, slightly different preference, using a homebrew character creation system that I'd like to do something with. Which follows.

Code: Select all
(level) : (benefits)
Level 1: Feat, Theme Feature, Role Kit (basic), Use Your Strengths
Level 2: Feat, Utility
Level 3: Theme Feature
Level 4: Feat, Role Kit (Encounter)
Level 5: Theme Feature, Math Fix
Level 6: Feat, Utility
Level 7: Theme Feature
Level 8: Feat, Role Kit (Daily)
Level 9: Theme Feature
Level 10: Feat, Utility, Theme Feature

Theme Feature: When this feature is gained, the player selects one Theme. If they have not selected the theme before, they gain the theme's Starting Feature. If they have selected the theme before, they gain the next Feature granted by that theme (The level 5 benefit and the level 10 benefit, in that order). If the theme has power-swaps, you may take them in place of a Theme feature, but you must be at least the power's level (so you could take a level 3 encounter powerswap at level 4, but not a level 9 daily powerswap at level 6), and you must have that theme's Starting Feature. At level 1, you select twice, but must select two different themes.

Power Source: You may select your power source, but if you have powers that have a power source keyword attached to it, you must pick one of them. Your Role Kit powers all gain that keyword.

Math Fix: At level 5, you gain the feat Improved Defenses and may select one Expertise feat.

Use Your Strengths: At level 1, you can use your highest ability score instead of Strength when making a basic attack, and instead of Dexterity and Intelligence when determining AC in light armor.

Role Kit: At level 1, you select a role (Leader, Striker, Defender, or Controller). This determines your role, your HP at level 1, HP gained per level, number of surges, armor and weapon proficiencies, and number of skills trained. In addition, you get powers at the levels indicated on the table above.

Proficiencies: You select one of the following choices:
    You gain proficiency in all Simple and Military weapons.
    You gain proficiency in Simple weapons, and may select one group of them to be proficient in as implements.
    You gain proficiency in Simple Weapons, and may select 3 Implement types to be proficient in.

Role Kits:
Defender:
Base:
Starting HP: 16 + Con score
HP per level: 6
Number of Surges: 9 + Con Mod.
Number of Skills Trained: 4
Armor Proficiency: Plate, Scale, Chain, Hide, Leather, Cloth, All Shields

Basic:
Divert Attention
No Action - On hit - At-Will - Personal
Effect: You mark the target you hit until the end of your next turn.

Shield Ally
Opportunity Action - A marked enemy hits an ally - At-Will - Personal
Special: You must be adjacent to either the triggering enemy or the attacked ally to use this power.
Effect: The enemy's damage is reduced by up to your highest ability modifier + 1/2 your level. The enemy also takes damage equal to the damage that was reduced.

Encounter:
Take Attack
Opportunity Action - A marked enemy attacks an ally - Encounter - Personal
Special: You must be adjacent to either the triggering enemy or the attacked ally to use this power. In addition, you must be a valid target for the triggering attack.
Effect: You become the target for the attack. You gain your highest ability modifier as a power bonus to defenses against the attack, and you only take half damage from that attack.
Special: When you spend an action point, you gain an additional use of this power.

Daily:
Force Focus
No Action - You hit an enemy - Daily - Personal
Effect: The enemy is marked by you until the end of the encounter. The marked penalty is -4 instead of -2, and applies as a penalty to both attack and damage rolls.
Special: You gain an additional use of this power when you reach a milestone.

Striker:
Base:
Starting HP: 12 + Con score
HP per level: 4
Number of Surges: 6 + Con Mod
Number of Skills Trained: 5
Armor Proficiency: Chain, Hide, Leather, Cloth

Basic:
Second Strike
No Action - You hit an enemy - At-Will - Personal
Effect: After you resolve the triggering attack, make a basic attack against the same target.
Special: This power can only be used once per round.

Encounter:
Meditative Aim
Minor Action - Encounter - Personal
Effect: On the next attack you make before the end of  your next turn, you can roll twice for attack and pick whichever result you want.
Special: When you spend an action point, you gain an additional use of this power.

Daily:
Perfect Storm
No Action - You hit an enemy - Daily - Personal
Effect: You make 2 more basic attacks against the target. These two attacks have +2 to their attack rolls, and deal addition damage equal to 1([W] or [I]) + your highest ability modifier.
Special: You gain an additional use of this power when you reach a milestone.

Leader:
Base:
Starting HP: 14 + Con score
HP per level: 4
Number of Surges: 7 + Con Mod
Number of Skills Trained: 5
Armor Proficiency: Chain, Hide, Leather, Cloth, Light Shields

Basic:
Heal the Injured
Minor Action - Encounter - Close Burst 10
Effect: One ally within range can spend a healing surge, and regains additional hit points equal to your highest ability modifier.
Level 6: Highest ability modifier + 1d8 additional hit points.
Special: This power can be used twice per encounter.

Lead the Battle
No Action - On hit - At-Will - Personal
Effect: Select one ally adjacent to you or the hit enemy. That ally gains the benefit of one of the following options: They gain temporary hit points equal to your highest ability modifier, They gain a power bonus to damage equal to your highest ability modifier until the end of your next turn, or they can shift a number of squares equal to half your highest ability modifier, rounded down.

Encounter:
Inspire Excellence
Minor Action - Encounter - Close burst 10
Effect: One ally within range gains a +1 power bonus to attack, damage, defense, saving throws and speed until the end of your next turn.
Special: When you spend an action point, you gain an additional use of this power.

Daily:
Aura of Restfulness
Minor Action - Daily - Personal
Effect: You gain an aura 2 until the end of the encounter. Bloodied allies that start their turn in the aura regain HP equal to your highest ability modifier.
Special: You gain an additional use of this power when you reach a milestone.

Controller:
Base:
Starting HP: 10 + Con score
HP per level: 5
Number of Surges: 5 + Con Mod
Number of Skills Trained: 6
Armor Proficiency: Chain, Hide, Leather, Cloth

Basic:
Tricky Attack
No Action - On hit - At-Will - Personal
Effect: Select one of the following choices, which affect the enemy you hit and all enemies adjacent to it: Grants CA until the end of your next turn, Cannot take opportunity actions until the end of your next turn, Is slowed until the end of your next turn.

Encounter:
Spread Condition
No Action - A condition you inflicted on an enemy ends - Encounter
Effect: All enemies adjacent to the enemy are affected by the condition that ended on the enemy that triggered this power.
Special: When you spend an action point, you gain an additional use of this power.

Daily:
Extend Condition
No Action - You affect a condition on an enemy that lasts until the end of your next turn - Daily - Personal
Effect: The condition now lasts (save ends), and the enemy has a -2 penalty to saves against it.
Special: You gain an additional use of this power when you reach a milestone.

IMPLEMENT BASIC ATTACKS:

Implement Basic Attack
At-Will - Standard Action - Range 10
Target: One Creature
Attack: Highest Ability Score vs. NAD
Damage: 1[I] + highest ability score modifier.
Special: This is a basic attack. Everything that applies to a basic attack applies to this, because it's a basic attack. [I] for this power is 1d8, unless the implement over-rides that with another value (see below). If a power or ability would increase the damage of this attack by #[W], increase it by #[I] instead (so the Half-Orc's Furious Assault racial power used on a successful hit with the power would increase the damage by 1[I], not 1d8).

This power is modified slightly depending on which implement you use it against. The implement used also determines the NAD that is targetted.

Wand: Reflex, Range is 20
Staff: Fortitude, +2 to defenses against oppurtunity attacks incurred by making a implement basic attack
Orb: Will, High Crit
Totem: Fortitude, Brutal 1
Holy Symbol: Will, Range is close Burst 5
Ki Focus: Reflex, Range is Melee 2
Rod: Fortitude, [I] is 1d10
Tome: Will, [I] is 2d4
Weapon (only if you can use a weapon as an implement): Reflex, Range is weapon's reach+1 (or normal range increment), if the damage dice of the weapon is over 1d8, the power's [I] is that.


That make sense? No? Don't worry much, it's not that hard. Premise is something to the effect of "You all have been volunteered to help out in a mysterious project whether it was through exceptional skill, getting out of prison, being a military person, massively smart, what have you. Shit goes wrong." That's all I'm saying, as I have to get the exact details worked out now. For those of you who are going to go and try and find all the themes, they're spread out across about two(ish) dozen books and another two dozen(ish) Dragon magazines. So it'll be hard. On the other hand, give me a character concept and some time on the chat, and I can tell out about appropriate ones. I'll have to figure out the point buy/arrays......(Also: Mythweavers has an awesome character sheet thing that you can use. I highly recommend it).

Right, let's do this....hopefully.

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 9:13 am
by Victin
This seems interesting :D ... But I didn't understand anything at all :(

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 9:17 am
by Qara-Xuan Zenith
Okay... I think I get the basic idea. I don't at all understand the basis for character creation, which is something of a problem since I'll want to create a character for this, but I'll catch you in the chat sometime and annoy you with questions until all is clear?

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 1:10 pm
by Krika
Right, so this might help a little.

This, on the other hand is more or less the basic starter for rules.

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 5:21 pm
by JackAlsworth
Asked this in chat, but just to clear up: how does "power source" work? Is it only for clerics and wizards and stuff, or does it apply to all roles?

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 5:28 pm
by Qara-Xuan Zenith
Okay, so should we be skipping the number-crunching parts of the wikiHow page, on account of you having different number-standards (yes I have no clue of what the proper terms for these things are)?

Also is there anything else up there that's glaringly different from what we should be doing for your custom design? I'm finding the technical terminology a little difficult to translate.

Also, looking at your custom-design-thing... we're all starting at level 1, right? So we should only be applying level 1 things for now?

So... we have to choose from one of those three proficiencies, right? I'm... a little unclear on the terminology/distinctions between the second two.

And we choose one of the four Role Kits...

and for Implement Basic Attacks... I'm not quite sure what [I] and [W] mean? And are we supposed to choose one of those implements, or do they only correspond to certain character types?

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 5:50 pm
by Krika
Power sources are the "source" of your abilities. Martial, Arcane, Divine, Primal, Shadow, Elemental, Psionic. Fighters and stuff have the Martial source, Clerics/Paladins Divine, Wizards Arcane, Psions Psionic, Primal goes to Druids and Shamans and Barbarians. Shadow and Elemental don't really have their own classes and act more as supplementary (or side) sources, so a Wizard might have some powers that have Shadow or Elemental sources in addition to Arcane.

All weapons have a specific damage dice, which is referred to as [W] (so if you were using a dagger, [W] would be 1d4, but a longsword would have it be [W].

On that note: EVERYBODY GO GRAB A COPY OF THE 4TH EDITION PLAYERS HANDBOOK 1. PIRATING, LEGAL PURCHASE, IT WILL BE VERY HANDY TO HAVE.

Yes, starting at level 1. The first proficiency choice gives you access to weapons, allowing for a fighter-type character. The second gives you the basic tier of weapons, and allows you to select one group (Say, Maces, Light Swords, Axes) to be able to use as implements, for Magic-Knight characters. The third gives you basic weapons, and the ability to use several kinds of implements, which lets you make a Mage-type character. Implements are used for "caster" powers, and weapons for "fighter" powers. You cannot use Implements that you are not proficient in, but you can use weapons that you aren't proficient in, though you take a penalty to attack rolls when you use it.

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 5:52 pm
by Guyshane
Okay let me ask this do we have to change our character sheets at all? because I am confused

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 6:18 pm
by Krika
Everything should already have it's own place...don't worry about Paragon Path or Epic Destiny, Theme stuff goes under the Class label....That should be it?

Re: Dungeons and Dragons campaign

PostPosted: Thu Mar 28, 2013 11:40 pm
by Sicon112
He means we already had character sheets put together, and I for one really wanted to play that character. Are we going to have to make any edits to those aside from just actually creating a DnD character sheet for those who have not? I still have the books, so I can reread them and make a sheet up for mine.

Re: Dungeons and Dragons campaign

PostPosted: Fri Mar 29, 2013 12:47 am
by Qara-Xuan Zenith
For those of us having trouble deciphering what attributes are a result of the number-crunching which will come out different from your version, and what things aren't relevant, and what things are a fundamental part of the character sheet, would you be able to list or copy-paste specifically what categories we have to include?