D&D 4e and MURPG Fusion (noflame)

Post/Author/DateTimePost
#1

bikermattus

Dec 21, 2009 11:35:16

An idea kept swimming around in my head, and wouldn't let go until I'd worked it out.  It was the concept of using Marvel Universe Role-Playing Game's Resource Mangement System for 4th Edition D&D.  When I started, it initially looked like an "apples and oranges" situation, but as I went on, they seeed to mesh quite well.  A few changes were needed, but as they weren't vital to the D&D concept (such as what constitutes Ability Score Modifiers), it didn't seem a big deal.  I can explain sme of how the Resorce Management System works, but I think you'r better off just to buy/borrow the MURPG book, or get Marvel to do a reprint.   That being said, here it is in its' current iteration:

Resource Management Variant 4th edition changes.  Use regular Character Sheet.

Ability Score Mods:  Use 1/2 score for mods in place of 1/2 score -5.
Passive Skill Use:  Uses Skill - 5, consumes 1/2 Skill in Energy per successful use.
Defenses:  Replace 10 + 1/2 level with -5, or 0 for AC using heavy armor.  Defenses provide bonus difficulty to be hit.
Hit Points:  Normal HP = Energy.  1/4 Energy = Health (at 4 points damage = 1 health point).  This is also the value used for healing surge value (in damage, not health points).  Bloodied value is 1/2 health as usual.

Energy Rules:  Energy recovery each round  is equal to current health.  When using Second Wind, a character may gain the surge value to energy rather as a minor action, as opposed to a standard action for health.  Once per milestone achieved, but no more than once per encounter, a healing surge may be used this way without using Second Wind.  Regeneration increases energy recovery by 50%.

Dying:  The character automatically spends an amount of energy equal to the negative health points + 1.  If the character does not have enough, a failure is noted instead and energy eqal to the Healing Surge value is recovered.  If the character has 10 leftover energy after avoiding failure, the energy may be spent, returning the character to 1/4 health (spending a healing surge in the process).  The character still dies on receiving 3 failures or bloodied value in negative health points.

Saving throws:  Saving throws have a total resistance and a per-round resistance. Total resistance is 5 energy plus the affliction’s degree of success. Per round resistance is equal to 1 plus any penalties applied to saves (if the character has a bonus, this only applies if energy is spent).  If less energy is spent than the resistance, the balance comes off of energy spent towards overcoming total resistance.

DC’s for skill uses are -15 compared to normal 4th edition.

An attacker puts energy into an attack, up to attack score, then may shift some into defense.  All defenses are improved by the energy so placed.  If all energy gets moved to defense, a +2 bonus applies for total defense.

#2

bikermattus

Dec 27, 2009 18:43:51
I need to hear some feedback on this... on the surface it seems reasonable, but I'm not sure if there's a problem, or what people might think of for improvements/possibilities.