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| #1greatfritoJan 26, 2010 11:48:41 | I've seen one other thread here (via search) for "DnD Modern 4th Edition" - but it was the 4th edition of that particular poster's D20:M/DnD3.5 rules. Anywho, call me crazy (I do), but I've been brainstorming a bit of a "modern" ruleset built upon D&D 4th Edition. I know some (a lot of?) folks believe that the 4th edition mechanics won't jive well with "modern" sensibilities, so this is an experiment as much as anything. Personally, I don't think they're the best fit, on a simulation level (obviously) - but I think that, as a game, they could work extremely well. I'm also considering some of this as my own brainstorming for what I'd like to see added to D&D4 (or the next edition). Anyways, some core concepts.
Alright. Anyways, that's a fairly decent summary / plan of attack. I'll post more as I (slowly - very slowly) have it ready. |
| #2greatfritoJan 26, 2010 11:49:26 | Roles and Features Primary Features - By Role ControllerPrimary Class Features Choose one of the following primary class features. Enhanced Accuracy You gain a +1 bonus on the first attack roll you make during your turn. In addition, you gain the following power. Free Action, 1/encounter, Trigger: You make an attack roll. You gain a +2 bonus on the attack roll. 11th Level: You gain a +3 bonus on the attack roll. 21st Level: You gain a +5 bonus on the attack roll. Lasting Affliction Targets take a -1 penalty on saving throws against the effects of your powers. In addition, you gain the following power. Free Action, 1/encounter, Trigger: An effect you have inflicted on the target is going to end. The effect on the target ends at the end of your next turn, instead of now. Staggering Assault When you use an Encounter or Daily attack power on your turn, you can slide one target hit by the power 1 square after the power's effect is resolved. 11th Level: You can slide two targets hit by the power. 21st Level: You can slide three targets hit by the power. DefenderPrimary Class Features Choose one of the following primary class features. Combat Challenge [Fear] Minor Action, 1/turn; Target is marked until the end of the encounter, until reduced to 0 HP, or until you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A target marked by this power also takes 5 psychic damage the first time it makes an attack that doesn't include you as a target before the start of your next turn. On your turn, you must engage the target you have challenged, or the challenge ends. To engage the target, you must either attack it or end your turn adjacent to it. If neither of these events occur by the end of your turn, the marked condition ends and you can't use combat challenge on your next turn. 11th Level: A target marked by this power takes 10 psychic damage. 21st Level: A target marked by this power takes 15 psychic damage. Draw Fire No Action; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A target marked by this power is also subject to the following attack. Immediate Interrupt, Trigger: Target makes an attack that does not include you as a target. You make a basic attack against the target. Watchful Eye Minor Action; Target is marked until the end of the encounter, until reduced to 0 HP, or until you use this power against another target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A target marked by this power is also subject to the following effect. Immediate Interrupt, Close burst 10, Trigger: Target hits an ally with an attack. Effect: Reduce the damage dealt by the triggering attack by an amount equal to 5 + your Wisdom modifier. 11th Level: Reduce the damage dealt by an amount equal to 10 + your Wisdom modifier. 21st Level: Reduce the damage dealt by an amount equal to 15 + your Wisdom modifier. LeaderPrimary Class Features Choose one of the following primary class features. Bolstering Word Minor Action, 1/turn, 2/Encounter; 16th Level: 3/Encounter; The target can spend a healing surge, but does not regain hit points. Instead, the target gains a +1 power bonus to AC until the end of the encounter. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Charisma modifier. 11th Level: Temporary hit points equal to the target's healing surge value + double your Charisma modifier. 21st Level: Temporary hit points equal to the target's healing surge value + triple your Charisma modifier. Field Medic Move Action, 1/turn, 2/Encounter; 16th Level: 3/Encounter; Special: If you target an ally, you can shift a number of squares equal to your speed, but you must end this movement adjacent to the target ally. You or an adjacent ally can spend a healing surge and regain additional hit points equal to 1d6 + your Wisdom modifier. 6th Level: Regain additional hit points equal to 2d6 + your Wisdom modifier. 11th Level: Regain additional hit points equal to 3d6 + your Wisdom modifier. 16th Level: Regain additional hit points equal to 4d6 + your Wisdom modifier. 21st Level: Regain additional hit points equal to 5d6 + your Wisdom modifier. 26th Level: Regain additional hit points equal to 6d6 + your Wisdom modifier. Inspiring Word Minor Action, 1/turn, 2/Encounter; 16th Level: 3/Encounter; The target can spend a healing surge and regain an additional 1d6 hit points. 6th Level: Regain 2d6 additional hit points. 11th Level: Regain 3d6 additional hit points. 16th Level: Regain 4d6 additional hit points. 21st Level: Regain 5d6 additional hit points. 26th Level: Regain 6d6 additional hit points. StrikerPrimary Class Features Choose one of the following primary class features. Chosen Quarry Minor Action, 1/turn; The enemy nearest to you is designated as your quarry until the end of the encounter, until the target is reduced to 0 HP, or until you use this power on a different target. Once per round, when you hit the target with an attack, you can choose to deal +1d6 extra damage. 11th Level: You can choose to deal +2d6 extra damage. 21st Level: You can choose to deal +3d6 extra damage. Deadly Aim Minor Action, 1/turn; Once before the end of your turn, when you hit the target with an attack, you can choose to deal +1d6 extra damage. 11th Level: You can choose to deal +2d6 extra damage. 21st Level: You can choose to deal +3d6 extra damage. Sneak Attack No Action, 1/turn; When you have combat advantage against a target, and you hit that target with an attack, you can choose to deal +2d6 extra damage. 11th Level: You can choose to deal +3d6 extra damage. 21st Level: You can choose to deal +5d6 extra damage. |
| #3greatfritoJan 26, 2010 18:20:19 | At-Wil Powers [In Progress] Controller At-Will Powers Constitution Concentrated Fire [Auto] Standard; Ranged 10 Requirement: Must be wielding an Autofire weapon Target: One creature. Effect: Con mod damage. 21st: 1[W] + Con mod damage. Pin Down [Auto, Fear] Standard; Area burst 1 within 10 Requirement: Must be wielding an Autofire weapon. Target: Each creature in burst. Constitution vs. Will Hit: The target is knocked prone. Effect: The burst creates a zone of erratic autofire until the start of your next turn, or until you leave your current space. Any creature that ends its turn in the zone and is not prone takes 1[W] damage. 21st: Any creature that ends its turn in the zone and is not prone takes 2[W] damage. Pray and Spray [Auto] Standard; Close blast 3 Requirement: Must be wielding an Autofire weapon. Target: Each creature in blast. Constitution - 2 vs. Reflex Hit: Con mod damage, and slide the target 1 square. 21st: 1[W] + Con mod damage. Rapid Shot [Auto] Standard; Ranged weapon Requirement: Must be wielding an Autofire weapon. Target: One, two, or three creatures. 21st: Target an additional creature. Constitution vs. AC Hit: Con mod damage. 21st: Twice your Con mod damage. Dexterity Hobbling Shot Standard; Ranged weapon Target: One creature. Dexterity vs. AC Hit: 1[W] + Dex mod damage, and the target is slowed until the end of your next turn. 21st: 2[W] + Dex mod damage. Piercing Shot Standard; Ranged weapon Target: One creature. Dexterity vs. AC Hit: 1[W] + Dex mod damage. Any enemy providing the target cover against this attack takes damage equal to your Dex mod. 21st: 2[W] + Dex mod damage. Staggering Shot Standard; Ranged weapon Target: One creature. Dexterity vs. Fortitude Hit: 1[W] + Dex mod damage, and you push the target 2 squares. 21st: 2[W] + Dex mod damage. Stinging Shot Standard; Ranged weapon Target: One creature. Dexterity vs. AC Hit: 1[W] + Dex mod damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. 21st: 2[W] + Dex mod damage. Intelligence Calculated Misinformation Standard; Area burst 1 within 10 Target: Each enemy in burst. Intelligence vs. Will Hit: Int mod damage, and you slide the target 1 square. 21st: 1d10 + Int mod damage, and you slide the target 1 square. Intuit Action Standard; Ranged 10 Target: One creature. Intelligence vs. Will Hit: The target takes a penalty to attack rolls equal to your Int mod until the start of your next turn. Plan in Motion Standard; Area burst 1 within 10 Target: Each enemy in burst. Intelligence vs. Will Hit: The target grants CA until the end of your next turn. 21st: Target is slowed and grants CA until the end of your next turn. Predict Opportunity Standard; Area burst 1 within 10 Target: Each enemy in burst. Intelligence vs. Wil Hit: Until the end of your next turn, if the target makes an attack it takes damage equal to your Int mod, and an ally of your choice within 5 squares of the target can make a basic attack on the target as an immediate reaction. |
| #4bone_nagaJan 31, 2010 12:04:23 | You should check out Amethyst from Dias Ex Machina games. It incorporates moder/future tech and is completely compatible with 4e D&D. You can preorder it from Goodman Games (I think it releases in April but I could be wrong). Neurospasta will also be released further down the road, but it is less compatible with regular D&D even though it still uses the 4e system. |
| #5babyjApr 27, 2010 5:35:02 | GreatFrito: you abandoned this, or are you still workin on this? |