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Post by Zyraen on Jan 26, 2021 15:14:02 GMT 8
Placeholder / Contents
DEDICATION
Dedication will be a prerequisite for certain Role feats. The expected (but not exhaustive) list is - Healer : Mass Healer, Merciful Healer - Slayer : Deadly Slayer - Tank : Mighty Protector, Tough Resistance
You can only be dedicated to one role, by meeting all of the following prerequisites - you have no more than 2 Role feats from other roles, and they must always be less than half the number of Role feats you have from your dedicated role (ie you need at least 3 feats from your dedicated role to have just 1 other Role feat) - you may not choose Champion and Legend features that require you to be in other roles - if due to attendance reasons there is swapping of feats to take on one (and only one) new Role feat, it does not cause you to lose Dedication.
Also, to avoid confusion, the Dedicated Healer feat will be renamed to be Diligent Healer.
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Post by Zyraen on Jan 26, 2021 17:05:06 GMT 8
ROLE ABILITIES For abilities where it is indicated "max speed", it means your movement may not exceed your speed. Since "slow" etc effects affect your speed, they will cap the movement that comes about.
SM) HEAL (Healer) Swift Burst 5 (Self or 1 Ally) Effect: Target spends Reserve and regains extra 1d6 HP at levels 6,11,16,21,26. Special: This ability is usable twice per encounter. Once you use up your last Heal, you can no longer switch roles and remain in Healer role until you rest.
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CM) QUARRY (Slayer) Swift Burst Sight Prerequisite: When you first gain the Slayer role, decide if you wish to gain the Quarry CM or not. If you choose to gain it, you can only deal Slayer damage to your Quarry. You may not change this choice without GM permission. Effect: The nearest enemy you can see becomes your quarry until end of encounter or until you use this ability on another creature. If you switch roles, your Quarry ends. Special: If you switch from Tank to Slayer role, you may turn one of your Marks into your Quarry.
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When you first gain the Tank Role, you gain the Tank CM Mark, and one other Tank CM from below.
CM) MARK (Tank) Free Special (see below) Effect: When you end your turn, you mark any number of enemies adjacent to you, or one target within Blast5. The mark remains until ENT, or until you fall unconscious. Marks from multiple characters do not stack, and the latest mark overrides the previous. When an adjacent creature that is marked by you shifts, you can make an OA against that creature. Creatures disobey your mark when they make an attack that does not include you, and they take -3 mark penalty to attack roles when disobeying your mark, in addition to other effects.
NOTES 1) If you delay or ready your action, you do not count as ending your turn for purpose of using your Mark. If you delay, you end your turn when you come out of delay and finish that turn. If you ready, you end your turn immediately after you take your readied action. 2) If you lose line of effect to a creature you mark, or end your turn more than 10 squares from a marked creature, the mark has no effect, and does not count as being disobeyed. 3) You do not need to see a marked creature to mark it, but you must be aware of its location. You also need to see the triggering action to punish mark disobedience. 4) A single attack that disobeys your mark may only provoke either an OA or one Tank CM effect on it. Eg. A creature shifts away from the tank with its move action, and provokes an OA. The same creature then makes a ranged attack using its standard action, disobeying the mark. This allows the Tank to use his Tank CM against the creature during the ranged attack, as it is a separate action. Eg. A creature adjacent to the Tank charges the Tank's ally, which disobeys the mark. The tank can either OA at the start of the charge, or use his Tank CM later when the attack is being made against his ally, but because charging is one action and one attack, he may not do both. Eg. Note that if in the case a charge composes of multiple attacks (such as creatures with Pounce or similar), attacks after the first are considered separate attacks and can provoke another OA or Tank CM effect. 5) Some of the Tank CMs now indicate "half Pri squares". There will be a Tank feat that replaces it with "Pri squares" but still capped by your speed.
CM) ASSAULT (Tank) Interrupt or OA Personal Trigger: A creature disobeys your mark. Effect: You make a melee basic attack against the disobeying creature. If you used an interrupt, you may first shift half Pri squares (max speed) adjacent to the disobeying creature.
CM) BACKLASH (Tank) Interrupt or OA Personal Trigger: A creature disobeys your mark and deals damage to your ally. Effect: If the triggering creature is adjacent to you, it takes damage equal to that of the triggering attack. If you used an interrupt, this only comes into effect after the triggering attack is resolved, then you may shift half Pri Trait squares (max speed) adjacent to the triggering creature to apply the effect. Special: When you first gain this ability, choose from acid, cold, fire, lightning, necrotic, poison, psychic, radiant. The damage dealt is of this type. You may not use this ability more than once per turn.
CM) BODYGUARD (Tank) Interrupt or OA Personal Trigger: A creature disobeys your mark and hits your ally. Effect: If the triggering ally is adjacent to you, you become the target of the triggering attack instead of your ally. The attack is not rerolled, and the penalties from the mark still applies. If you used an interrupt, you may first shift half Pri squares (max speed) adjacent to the triggering ally. Special: You may not use this ability more than once per turn.
CM) DISRUPTION (Tank) Interrupt Ranged 10 (Triggering Creature) Trigger: A creature disobeys your mark and hits your ally. Effect: You make a ranged basic attack against the triggering creature. Hit: The attack never deals damage, but the triggering attack roll takes a penalty equal to your Sec + 2. Special: This attack never provokes OAs and cannot be substituted through other means. You may not use this ability more than once per turn.
CM) PROTECTION (Tank) Interrupt or OA Burst 5 (Triggering Ally) Trigger: A creature disobeys your mark and deals damage to your ally. Effect: You reduce the damage dealt to your ally by Sec + 5. This increases by 5 at levels 11, 21. Special: You may not use this ability more than once per turn.
CM) RETRIBUTION (Tank) Interrupt or OA Burst 10 (Triggering Enemy) Trigger: A creature disobeys your mark. Effect: Target takes damage equal to your Pri + 3. This increases by 3 at levels 11, 21. Special: When you first gain this ability, choose from acid, cold, fire, lightning, necrotic, poison, psychic, radiant. The damage dealt is of this type. You may not use this ability more than once per turn.
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Post by Zyraen on Jan 27, 2021 15:18:51 GMT 8
OVERALL RULE CHANGES These are numbered for conversational reference
1. An attack that does not hit and deal damage does not apply forced movement/teleports, unless the Hit entry applies forced movement/teleports and indicates either that it deals no damage, or that you can choose to deal no damage.
2. Pri Trait and Sec Trait now shortened to Pri and Sec respectively.
3. Too many abilities have the term "ability bonus". All bonuses/penalties from abilities are now considered "ability" bonuses/penalties and never stack with each other, unless otherwise stated or typed differently (eg concealment/cover penalties). This saves a large wordcount. Based on this, the "nonstack" keyword is no longer required and becomes redundant.
4. Untyped bonuses and penalties no longer stack. They do however stack with typed bonuses / penalties (which likewise do not stack with themselves).
5. Bonuses and penalties will be identified by their source, typically item/feat, but sometimes specific to the situation (such as -2 prone penalty or +1 charge bonus). Certain sources will have a stacking type, eg Defensive Heal. These effects are treated as their own type, hence they stack with other bonuses, but never with their own type (as usual)
6. Other Types of Attack Penalties - Cover and superior cover apply a -2/-5 cover penalty. Likewise, concealment and total concealment (including from blinded condition) apply a -2/-5 concealment penalty. Hence these will stack with untyped penalties to attack rolls. - Likewise, CM Mark now imposes a Mark penalty, which stacks.
7. - Keyword entries are no longer required, the wording of the text should incorporate them, or they are just written in brackets next to Attack line. Examples are aura, charm, companion, conjuration, fear, teleport, zone, etc. - Dominate is always a charm effect, unless otherwise stated. - Source keywords, such as arcane, divine, martial, etc should be applied to a tree as a whole, and only if the GM intends to utilise them. - Reliable will be placed under the miss effect, as Reliable or ReliableX, where X is the number of times you can miss before expending it. Hence Reliable1 means the first time you miss with it, or it has no effect, the ability is not expended. - Sustain will be combined with other notations as required, and unless otherwise stated only sustains the ability until ENT. SustainX means that it can only be sustained X number of times (typically 1). Sustain RX or Sustain1 RX means you must expend a Rank X or lower ability to sustain it. - If you are knocked unconscious and have an ability with the Sustain entry in effect, make an unmodified saving throw. If you fail, the ability ends immediately. Roll separately for each such ability. All Auras end immediately when you fall unconscious, but if it can be Sustained and you pass the saving throw, you can reactivate it when Sustaining.
8. Affinity feats that reduce defenses now benefit the next attack before ENT. This way Affinity feats that debuff defenses become a matter of "passing" the benefit forward. Affinity Feats that reduce attack rolls apply an affinity penalty.
9. Extra Reserves - You gain a 3rd Reserve when you have either Physique 5 or Constitution 3 (prev only required Physique 3) - If you have Constitution 7, you may get a Tank feat (to be added) to gain a 4th Reserve. This extra Reserve is lost if you switch to another Role while you have 4 Reserves.
10. Critical dice are now dependent on your level, starting with 1, then increasing by 1 at levels 6, 11, 16, 21, 26. Each critical dice is 1d6. Certain magic weapons/implements may alter your critical dice, but only if the item level is less than 6 levels below your current level.
11. Generally speaking, as much as possible the term "enhancement" shall be removed from the game.
12. Unless otherwise stated, conjurations have your defenses. While conjurations do not provoke OAs, if a conjuration lets you make an attack as if you were in its space, this would cause the conjuration to provoke an OA.
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Post by Zyraen on Feb 24, 2021 0:08:06 GMT 8
Weapon Proficiencies
1) Weapons will now be simple, military and exotic. So they are simple weapons, not basic weapons. This avoids confusion with melee basic attacks.
2) Having any weapon proficiency (including Unarmed Combatant) lets you use your Pri Trait to attack with all weapons (apart from your CAs). Otherwise, you use Physique for melee basic attacks, and Finesse for ranged basic attacks.
3) Wild Shape is a fringe case. While Wild Shaped, you may use Pri Trait for your natural attacks. The term "natural attacks" is used in case any GM ever approves Wild Shapes with natural ranged attacks, eg spitting cobra etc
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Post by Zyraen on Feb 24, 2021 0:14:34 GMT 8
Magic Items
1. Magic Item Breakage threshold will be when the item is 10 less than the character's level. So an L2 item is prone to breakage when a character is L12 (and not current wording L13)
2. Hidden Menace will require a free action to cause until ENT, all attacks (from those who cannot see you) to deal half damage, and no damage on a miss. It is an OBR ability that can be recharged by spending any Signature ability.
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Post by Zyraen on Feb 24, 2021 0:17:02 GMT 8
Feats
1. All abilities/feats/properties that increase damage will be updated to properly reflect that they apply specifically to damage rolls. The only notable exception is Mighty Protector, which simply adds to damage, as well as some other Tank feats. Slayer damage will be indicated to apply to damage rolls.
2. Healer feats and bonuses to stack. Some may be changed to become Sec Trait.
3. All feats that indicate spending WP will be re-evaluated and perhaps allow substituting of R1 or R3 abilities.
4. Strategist B to apply +1 or +2 bonuses to attack rolls (to be confirmed)
5. Healer to gain a Role feat similar to Noble Insight, usable as an interrupt, but which allows spending of a Sig to increase another character's attack roll to turn a miss into a hit. The attacker must be within certain number of squares. This is intended to stack with Strategist B.
6. OBR feats will have their own rules. They always return after a rest, but cannot be restored using WP.
7. Improved Fortitude/Reflex allows that OBR, you may use an interrupt to ignore half damage from being missed by a Fort/Reflex attack.
8. A character may not choose all three of Improved Fortitude, Improved Reflexes and Improved Will.
9. Quarry Slayer will have its own Deadly Slayer that deals more damage than non-Quarry Deadly Slayer.
10. Some current feats refer to item and enhancement bonuses. These will be redone with options to reflect the correct bonuses based on the character's level.
11. Tank will gain a feat that allows them to move at Pri squares (max speed) for their CMs.
12. Mobile Recovery will include a clause that lets the user also make a saving throw if he is a tank and his mark is disobeyed. This can help tanks overcome the new restrictions to their CMs, but at the cost of a feat.
13. Superior Implement Training (Extended) will be fixed to increase ranged basic attacks by 2 squares, and other ranged or area attacks by 1 square. If an attack makes more than 1 attack roll, it does not benefit from Extended.
14. Devastator free melee attack will indicate that Deadly Slayer and Brutal Advantage may only be applied once per turn. This is more for clarity and to serve as a reminder.
15. Brutal Basics will be limited to 1/turn.
16. There are feats that apply/increase damage etc when a creature is pushed/pulled/slowed etc. They will be clarified to increase damage (not damage rolls), and that the damage can be applied even if the status is not applied, ie the player does not wish to push/pull/slow, as long as the ability actually can do so. Also to indicate that being entangled or passing saving throws to negate forced movement do not affect such damage sources, for ease of play.
17. Healer gains Timely Guidance feat. When an ally within Sec squares misses with an attack roll, you may use an interrupt to expend a Signature ability in order to grant the triggering roll Sec bonus. The minimum rank of the expended Signature is 1 less than the triggering ability's rank. You must be able to see the ally, and the ally must be able to hear you.
18. In Your Face will be limited to abilities that require an attack roll from the user.
19. Improved Reflexes to work as follows (to rectify the issue of affecting delays) All enemies are unguarded against you until they start their turn during the second round of each encounter.
20. 1/turn feat references will have a general rule that it applies to one creature, so that does not have to be repeated every time. It will also indicate that Resurgence uplifts 1/turn limits, but strictly only during that specific action.
21. Lifeboosting Implement will become a Dedicated Healer feat.
22. Enlarge will increase Area and Burst attacks by 1, and Blast and Area Wall attacks by 2.
23. Avenging Rush will be OBR.
24. Critical Combination to only allow an ally to make an attack, and indicate that each critical hit can only generate one free action attack this way.
25. Critical Assault will exclude "Ranged". This allows it to stack with Devastator A for melee, but not for Ranged.
26. Skill Versatility vs skill prerequisites, clarity
27. Legendary Recovery once.
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Post by Zyraen on May 6, 2021 1:05:10 GMT 8
Free Actions Turned Interrupts
Heroism is still no action, but after using it, the user may not use an interrupt until Start of his Next Turn.
Renewed Effort uses up an interrupt
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Post by Zyraen on Nov 15, 2022 12:48:37 GMT 8
Punishing Speed (Tank)
When your Mark is disobeyed and you use Assault/Backlash/Bodyguard Tank C.M. as an interrupt to shift half Pri squares (max speed), you may shift Pri squares (max speed) instead. When your Mark is disobeyed and you have the Disruption/Protection/Retribution Tank C.M., you may use an interrupt to shift half Pri squares (max speed) before using that ability. The ability is used as part of the interrupt action, and must be declared before initiating the shift. If you have Mobile Recovery, at the start of the any of the above interrupt actions, you may also make saving throw(s) against entangled, immobilised, slowed condition(s) as if it was the start of your turn.
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