Improvised Action

Post/Author/DateTimePost
#1

pluisjen

May 10, 2010 14:58:33
Summary
Improvised Action is basically a rule that allows characters to pull any strange stunt they want, when the story calls for them to do so. It removes some of the burden from the DM, and gives players a better view of their options.

Why introduce this rule?
Because your players like to have dramatic moments, and do things that in a great story their character might try, but that they don't have the powers for. Because they don't want to rely on the DM or because the DM prefers letting the players come up with it.
Because your group enjoys acts of desperation that bring character growth, or witty lines before doing something totally bizarre but in character.
Because you don't want to say "no" and want your players to really be able to do anything.

How does this rule accomplish it?
In very short; Improvised Action gives you access to every power in the game, at a price. That ought to be enough to be able to try anything (though not neccesarily succeeding) you want.

Who is this rule for?
This rule is for groups who give players a lot of freedom, who enjoy roleplay/story/drama, who don't try to game the system too much and who have a pretty lenient DM that doesn't mind letting players pull crazy stunts or take some narrative control every now and then.

How does it work?
Doing an Improvised Action starts by sacrificing an action point. This is the basic price you pay for doing something odd, it serves to reduce the number of uses of improsives action per adventure and to make it something only used when dramatically appropriate.

The second step is to choose a power, any encounter attack power in the game. This power will serve as the template for your improvised action.

When your power is selected, you determine the power's final stats before rolling. To do this, start by taking the base attack number, which is either 1 + level (for powers with the Implement keyword) or 3 + level (for powers with the Weapon keyword)
From this number, substract 2 points for each of the following that apply:
  • The power is not from your main class

  • The power is not from your main power source

  • The power is not from your main role

  • The power is of equal or higher level then you are

  • The power is of a higher tier then you are

  • The power is two tiers higher then you are


For this list, a Paragon Path is not your class, but it is your Role and Powersource if you qualify for it based only on your main class. (A Fighter would take -2 penalty for picking the Pitfighter power, but a Rogue would take a -6, even if it he'd be a Multiclass Fighter)

The final number is your total attack bonus.

Then, you calculate the power's hit, miss and effect lines. For a weapon power, use the following guide to determine the [w] size.

If the power belongs to a class that almost always fights with a two-handed weapon (such as Barbarian or Avenger), use a d10.
If the power belongs to a class that supports both one-handed and two-handed builds, or one-handed builds only (Fighter, Swordmage, Bard) use a d8.
If the power belongs to a class with even more restrictions, use a d6 (Rogue, maybe others?)

Next, determine bonus damage with this guide:
If the power mentions damage which contains both a roll and an ability mod, it deals the roll plus one-half level damage.
If the power mentions only a roll, it deals the roll plus one-quarter your level damage.
If the power mentions only an ability score, it deals one-quarter your level damage, with a minimum of 1 point of damage.

If the power mentions the primary ability score for something other then damage (the one used to make the attack roll), treat that as a +2 modifier.
If the power mentions another ability score for something other then damage, treat that as a +1 modifier.

If the power requires you to have a certain class build or option, you do not have that option.

When the template is done, make the attack roll as normal. As a special rule, a 20 on an Improvised Action is not an automatic hit, although it can be a critical.

Advice when using this rule
As a DM, you are within your rights to disallow players access to this rule if they try to game the system. It is designed for improvised trickery and drama, not to destroy encounters. There are most likely some uses that be overpowered; if you fear such a thing, overrule it.
Also, request your players to find the power and calculate the bonusses before their turn comes up, so as not to drag out the game.
If a player starts using a certain trick more often, ask him to actually pick up that power or something similar. As a guideline, no improvised trick should be used more then once every few levels.
Do not use this rule with inexperienced players. A firm grip on the rules is certainly required.
Don't allow players to pour over the books, thereby losing track of other things that are happening in the game. The player should at least have a basic idea of what powers there are, and how to quickly find the type he needs.

Examples; rule in action

"Keren shifted the grip on his sword, standing over the bleeding body of his friend. The robes were spread over the ground and some arrows stuck out of the poor Wizard's chest. He breathed heavily.
Keren looked at the whole band of Orcs that all grinned malevolently at him. "You die humi, and then we finishes off your friend!" one of the cried out.
Things looked desperate... he would never be able to take them all out. Keren looked down at the wand that lay there on the ground. Oxir would've known how to handle this... he couldn't take out all the Orcs on his own.
With a clatter his sword fell on the ground, and Keren held the wand in his hand. It sparkled with power.
"If ever this is going to work... let it be now. Please wand, just work" he thought. "If this goes well, I must get Oxir to teach me."
Keren pointed the wand at the Orcs, who watched with an amused look on their faces. He shook the wand vigourously, chanting anything he could remember Oxir chanting when he summoned up his spells.

With a soft roar and a lot of surprised faces staring at him, the wand sprang to life, and fire filled the room in front of him, charring some of the Orcs, while forcing the others to take a step back. Keren threw the wand away, grabbed his sword and used to confusion to jump amongst the Orcs with a warcry, taking them out as they attempted to douse the flames."

3d level Fighter uses a Wizard's Burning Hands; Base to hit bonus: 1+level (4) - 6 (class/power source/role) = -2 to hit vs Ref, for 2d6 + 1 damage (Roll + Int, half level damage bonus)
Desperate, but it does allow him to mark all the Orcs and he might hurt a few.

"The Warlord looked at his demonic foe. The young Rogue remained standing, but the demon was fast and she couldn't land her killing blows. He was at a loss; a rare moment where he simply didn't know what to do.
As the demon lunged again and the Halfling screamed in pain, he reached his decision. Screw it. It's either this, or we're done for.

He stepped forward, shouted towards the demon, and as the creature turned to face him, he kicked it square in the crotch. "Take that, demon!" he shouted as the creature gasped for breath. "Now run Savis! We'll fall back to lick our wounds for now!"

11th level Warlord using Rogue's stunning strike; Base to hit bonus: 3+level (14) -6 (class/role/level) = +8 vs AC, on hit 1d4+5 damage (low weapon damage chart, half level) and stunned for one round.

"The Goblins surrounded the young Wizard, cackling and brandishing their weapons. Fear was visible on his face, for he knew they were to close for him to use his spells.
But as they stepped in for the kill, something came over him... runes danced before his eyes, arcane sigils enlightened the world around him... was this death coming for him? No... it was a glimpse of the future. Perhaps, if he lived today, it'd be a form of magic he'd later learn. He had to remember this, he thought, as he invoked the dancing runes. One day, he'd master them...

With a soft thump, the Goblins were blown away, clearing just the path he needed to escape.

6th level Wizard using Battle Mage's Forceful Retort: Base to hit bonus: +1+level (7) -4 (level/tier) = +3 vs Fort, on hit: 3d8+3 (roll + abil is half level) force damage, push 1 and prone.


Conclusion:
Whether a desperate act, a dirty trick, or a glimpse of the path the character will take some day, improvised actions give you a way to do a lot, fairly easily. Any desperate act can be attempted, some will even succeed.
Sometimes everyone will gaze hopefully, waiting for that 20 for an insane last attempt stunt, sometimes someone will showcase plans he has for his character, and sometimes it is simply grabbing the moment and doing something awesome...

Regardless of the reason, if you have the right kind of group, Improvised Action can add a lot of fun to your game.

Thanks for reading, have a cookie.
#2

Bandikoot

May 10, 2010 15:35:11
Wow, that is an interesting system and it seems like you have put quite a bit of thought into it.  Unfortunately, I could never use it.  I have two players whose heads would explode.
#3

dave2008

May 10, 2010 15:52:29
I like this idea a lot.  However, I think it seems a bit cumbersome for an "improvised" power.  I think you need to streamline how you determine the attack bonus.  It will not seem very improvised if you have to take 5 minutes to determine the attack bonus. 
#4

pluisjen

May 10, 2010 15:57:56
Try it out, it should be pretty fast. You add two numbers, then substract a few numbers. Shouldn't take more then a few seconds.

It's a lot of text, true, but the actual calculations are very basic.

It's for this reason precisely that I chose to use a single penalty and very simplified way of determining damage and attributes.

It's also for this reason I suggested players do the calculation on their own turn.
#5

dave2008

May 11, 2010 9:47:52
Try it out, it should be pretty fast. You add two numbers, then substract a few numbers. Shouldn't take more then a few seconds.

It's a lot of text, true, but the actual calculations are very basic.

It's for this reason precisely that I chose to use a single penalty and very simplified way of determining damage and attributes.

It's also for this reason I suggested players do the calculation on their own turn.



It is the flipping through the text that worries me. 

Unfortunately I am only involved in one DnD group at the momment and I don't think they are up for this system yet.
#6

stargazer_dragon

May 12, 2010 6:41:31
I usualy defoult to basic attack using the stat most relivent to the improvised action perhaps with a few adhavock mods as I see fit but good work on the system just to much extra junk for me to remember for me to use it
#7

Mythril_Sage

May 14, 2010 2:23:03
Perhaps you could provide a basic algebra(abc, xyz) equation to demonstrate how the calculations work.

It might help some of us understand better how the attack and damage values are dtermined.

This is an awesome idea for the kind of by the seat of your pants(ON FIRE!) play that is lacking for advanced players of 4e.