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D&D 4th edition supplement for playing in Arlos Campaign
This should cover all the bases, but if you have any questions, or wish to challenge any of these rules, feel free to contact me. Arlough@gmail.com 04-Apr-2013
You can calculate success one of two ways, because math is awesome like that. You can roll first, and then multiply the result by the items rarity value. If the amount is less than the total you have in your AG account, you have the item. Alternately, you can determine a DC by dividing your AG account by the rarity value.
Enhancement bonuses
We are using the rules in PHB2 for automatic enhancement bonuses. This reduces the need to constantly seek out new equipment.
Rarity: C=5; U1=25; U2=50; R=250 D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 C 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 U1 25 50 75 100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500 U2 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 R 250 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000 4250 4500 4750 5000
We use a D20 for simplification purposes. If you wish to use a d100, simply divide all Rarity values by 5.
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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Economics
Initial funds
Instead of starting with equipment based on your starting level and the two levels nearest you, you are given a funding amount from which you may buy your starting equipment (table 1: Starting Capital). You may pocket up to 10% of this fund for ancillary expenses (room, food, bribes, etc.) but the rest must be used for gear. If you have taken your tithe, purchased gear, and find you have some left over, this is immediately added to your AG account.
Table 1: Starting Capital
Level 1 2 3 4 5 6 7 8 9 10
Heroic 304 gp 672 gp 1,232 gp 2,112 gp 3,312 gp 4,528 gp 6,000 gp 8,240 gp 11,760 gp 16,560 gp
Level 11 12 13 14 15 16 17 18 19 20
Paragon 22,640 gp 30,000 gp 41,200 gp 58,800 gp 82,800 gp 113,200 gp 150,000 gp 206,000 gp 294,000 gp 414,000 gp
Level 21 22 23 24 25 26 27 28 29 30
Epic 566,000 gp 750,000 gp 1,030,000 gp 1,470,000 gp 2,070,000 gp 2,830,000 gp 3,750,000 gp 4,650,000 gp 5,350,000 gp 5,850,000 gp
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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New Items
Potions
Vitae is your inherent life record, the essence of living. If one makes a proper distillation, it can be drawn out and converted to energy needed for different powers, effects, abilities, etc. This is the basis for all potions. Once Vitae is drawn, it can only be replenished by living life for a time. Spending time with friends, relaxing at home, enjoying vice, all are things that can restore vitae, depending on the person. In game mechanics terms, this means taking an extended rest. Vigors This is to fix the problem that potions just arent worth it. A vigor is a distillation of various ingredients meant to draw upon ones vitae. It forcibly extracts from the body that which the body wishes to hold in reserve. From the bodys perspective, it is like a mild poison. Therefore, vigors must be increasingly powerful to function on those with greater life force. But many of the components needed to make a vigor are lethal in high concentrations, while other components need to be in that higher concentration to work. Creating a greater distillation, while separating the dangerous levels of toxin out, is difficult and requires great skill. Vigor of Health (potion) A vigor of health of your level or greater will spend a surge, and heal you for one surge worth of HP. A vigor of health of less than your level will have no effect. An alchemist can distill down multiple vigors into a single vigor of greater level. For game purposes, the value of the component vigors combined will determine the level of vigor created in a direct monetary exchange.
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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FEATS
Expertise Feats
These have been removed. Instead, each character gains Paragon Expertise as a bonus feature at Level 11, and Epic Expertise bonus feature at level 21.
Paragon Expertise
Gain a +1 expertise bonus to all attacks
Epic Expertise
Gain a +3 expertise bonus to all attacks
Staff Extension [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: You may use the staff as a reach weapon, but all reach attacks are made with a -1 penalty. Staff Dynamics [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: While you are wielding the staff in both hands, you gain a +5 feat bonus to Acrobatics and Athletics. Staff Expert [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: Once per round as a minor action, you may make a melee basic attack with the secondary end of your staff. Polearm Swing Prerequisite: Str 13 or Con 13 Benefit: Any time you make a melee attack with a polearm, you may change the attacks range line from "Melee weapon" to "Close burst 1". Rule of Fun: We play games for fun, and should strive to make if fun for everybody. Page 4
Combat
Death in combat
Alternate Rule for 0 HP or less.
Given how unfun it is to have to sit out, and how 4e is already a cinematic game, here are the rules for dying in combat At the end of any turn where the character has 0 or fewer HP, that player must make a saving throw to remain standing. If the player fails, the character falls prone. If a player begins his/her turn with less than 1 HP, they are stunned, and must make a death saving throw. If a player fails a death saving throw, they lose a surge, or if they have no surges left, they lose a surges worth of HP (instead of 3 fails and you are dead). A character may choose to "push" themselves. They will be dazed instead of stunned until the beginning of their next turn, and will lose a surge or HP as though they had failed the saving throw. When a players HP drops below - their max HP, that player is dead.
Execution
Execution (and assassination) just werent plausible before. I am hoping that this will somewhat fix that. Coup de grace Target must be helpless. Attack automatically crits. If you make a successful heal check before attacking (easy DC of the targets level), the target is vulnerable to the attack equal to the targets level.
Action Points
Action Point vs. Bonus Action Point
Action points (AP) Action points operate largely as they have prior. Each leg of the adventure, you start with one action point. At every milestone, you gain an additional action point. You can only use an Action Point once per conflict, and only on your turn. Bonus Action Points (BAP) Bonus action points can only be acquired through the DM. They are rewards for good roleplay, enhancing the fun at the table, particularly clever actions, awesome, or even just being helpful. Bonus action points do not have a limit on when or how many are used in a conflict.
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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Give a +1 to a roll after the roll has been made, but before the result has been announced.
Negative conditions
Multiple Conditions Damage
Ongoing damage and multiple instances of the same condition do not stack. The greatest amount of ongoing damage is the damage suffered. Ongoing damage does not replace existing ongoing damage. One condition does not replace the other when applied. Note: If you have multiple saving throws to make, you must Example: You can have multiple instances of ongoing 5 damage but will only take the ongoing 5 damage once per turn. Or, if you are blinded, and then blinded again, you dont lose your hearing. announce which condition you are saving against at the time of the saving throw. You can do this by calling out dice color per save, or by chronology. If you do not specify in advance, the DM will choose which roll applies to which condition.
Recovery
With conditions, all are in effect until recovered. You must recover from all instances of a condition that are on you for the effect of the condition to go away. Ongoing damage and conditions dont stack, but they dont replace each other either. In order to overcome multiple conditions, the target must save against them all. If the multiple instances of ongoing 5 damage above were save ends, and you made a save, you would only save against one of the instances. Rule of Fun: We play games for fun, and should strive to make if fun for everybody. Page 6
Skills
Skills List
There are now only 16 skills. Endurance has been removed from the list, as nobody took it because if a situation arose where it was needed, then all the party would have needed it.
Sub-category skills
Certain types of task were not previously well defined in the skill lists. Engineering Dungeoneering Medicine & Humanoid Biology Healing Botany & Animal Biology Nature
Skill Option
The skills are no longer tied to a particular stat and therefore are calculated as Level + Training + Focus only. Instead, you will tell me what you are trying to do and how you are trying to do it, and I will tell you what combination of skill and stat you should use. For example, if you want to climb a tree, you can just climb it with a Athletics + Strength check, or you can use the branches like parallel bars, in which case the DM may rule you can do an Athletics + Dexterity check. Rule of Fun: We play games for fun, and should strive to make if fun for everybody. Page 7
Class Restrictions
Banned Classes
These classes are banned unless you can convince the DM that the game would be benefited (more fun) to allow them, or at the very least, that they would not cause problems.
Battlemind The Battlemind is both complex and completely different than other classes. A lack of system mastery will slow down the game at the table. Psion The Psion is both complex and completely different than other classes. A lack of system mastery will slow down the game at the table.
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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Druid Primal controller, not well defined. Paladin, Strength This class is underdeveloped and under supported. Seeker Primal controller 2.0, not well defined, nor well supported. Shaman The leader role is vital, and this is a difficult leader to play. Runepriest Not very supported. Purpose was to replace the Strength Cleric.
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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Modified Classes
Viability Issues
The modifications here are to make a class more viable of an option.
Archer ranger
Archer Fighting Style - update When you use a projectile weapon such as a bow or a crossbow to make a ranged attack, you do not provoke attacks of opportunity from the target or targets of the attack. Also, since your focus is on archery, you gain the feat Far Shot as a bonus feat.
Role enhancement
The modifications here are to make a class fill its role in conflicts better.
Fighter
Combat Challenge experimental* In combat, its dangerous to ignore a fighter. 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. While a target is marked, it takes a 2 penalty to attack rolls for any attack that doesnt include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, get a standard action as an opportunity action.
*Experimental This rule or modification has not yet been tested. It may be further modified, or completely dropped based on the results of in game testing.
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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New Powers
Optional At-Wills that count as basic attacks
Advance of Wrath Barbarian Attack 1 Your unbridled fury drives your foe back on his heels At-will * Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and you push the target one square and move in to the square it vacated. Level 21: 2[W] + Strength modifier damage. Special: This power maybe used in place of a basic melee attack. Arcane Flash Wizard Attack 1 You make yourself a conduit of mystical energy. At-Will * Arcane, Implement Standard Action Melee touch Target: One creature Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier damage, and you push the target one square. Level 21: Increase the damage to 2d8 + Intelligence modifier and push the target 3 squares. Special: This power may be used in place of a basic melee attack. Befuddling Taunt Bard Attack 1 Dazzle them with brilliance, then blind them with bullshit. At-Will * Arcane, Implement Standard Action Melee touch Target: One Creature Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier damage and the target cannot take opportunity or immediate actions that target you until the beginning of your next turn. Level 21: Increase to 2d6 + Charisma modifier damage. Special: This power may be used in place of a basic melee attack.
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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Pact Strike Warlock Attack 1 You share your inner darkness, but to others it is a taint. At-Will * Arcane, Implement Standard action Melee touch Target: One creature Special: The target is cursed by you. If the target was already cursed by you, add 1d6 additional damage to any damage dealt by this attack. Attack: Charisma or Constitution vs. Reflex Hit: 1d10 + Charisma or Constitution modifier damage. Level 21: Increase damage to 2d10 + Charisma or Constitution modifier damage, and increase the additional damage dealt to 1d6 + Intelligence modifier. Special: This power may be used in place of a basic melee attack. Fading Strike Ranger Attack 1 You launch an attack, then back away to safety. At-Will * Martial, Weapon Standard action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you shift two squares to a square that is not adjacent to the target Level 21: 2[W] + Dexterity modifier damage Special: This power may be used in place of a basic melee attack
Other powers
This section is under construction and will be completed later.
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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Double Weapons
Adventurers Vault (update)
Page 10: Replace the Double Weapons sidebar with the following sidebar.
Double Weapons
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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Staff Extension [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: You may use the staff as a reach weapon, but all reach attacks are made with a -1 penalty. Staff Dynamics [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: While you are wielding the staff in both hands, you gain a +5 feat bonus to Acrobatics and Athletics. Staff Expert [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: Once per round as a minor action, you may make a melee basic attack with the secondary end of your staff. Polearm Swing Prerequisite: Str 13 or Con 13 Benefit: Any time you make a melee attack with a polearm, you may change the attacks range line from "Melee weapon" to "Close burst 1".
Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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Rule of Fun: We play games for fun, and should strive to make if fun for everybody.
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