| Post/Author/DateTime | Post |
|---|---|
| #1atanakarSep 12, 2009 10:10:00 | My players have asked me to do a SUPER game using 4E rules. |
| #2NerpherderSep 12, 2009 10:24:46 | I was working on my own 4eSupers here is what I came up with:
At the levels indicated you get the ability, I was also thinking of adding a 2nd Second wind at 11 then maybe a 3rd one at 21.
Heart of a Hero (3, 12, 21, and 30): You have shown the heart of a true hero, with your power to come back form the brink of death, and continue fighting when others have fallen. When you gain this ability choose on of the following options.
Trade Mark Moves (6, 15, 24): You have fought more battles than many read about, your weapons have become extensions of your body, the forms of combat are etched in to you mind and muscles. When you gain this ability chose a power you have, the refresh rate and effort of the ability moves one step along the following path: Daily - Encounter - Recharge (5-6) - At-Will - Basic If you retrain or replace a Trade Mark Move, you may choose a new power. If ever you regain you first choice it becomes your trade mark again.
Battle Taught (9, 18, and 27): Your many battles have given you insight into new abilities. When you gain this ability you may chose one of the following options.
Heroic Action (11, 21): You may spend 1 extra Action Point per encounter but no more than one per round. When you take an extended rest you retain 1 extra Action Point. |
| #3atanakarSep 13, 2009 7:27:30 | Suggestions :: Additional «Second Winds» : Not shure. Depend how much «healing» characters can get from Hearth of the Hero + Herioc recovery : Should be at every 5 levels (5,10,15,20,25) Trade mark move: Pretty cool mechanic. Battle Taught: Not for me. Opens the door to weakening of character concepts and lenghty discussions with the GM on why a player CAN'T take a power they want. Heroic Action: We do that already for D&D.
Atanakar |