Daily Punch 6-21-13

So rests are an hour now?  How about a spell for that?

 

Expeditious Rest

Level 1 Abjuration

Casting time one minute

Choose two targets, these two targets gain the benefit of an hours rest for triggering class features and spending healing surges.

Casting above first level-for every level cast above 1st, choose two more targets to gain the effects of the spell.  You must cast at second level to target yourself.

 

Thoughts?

Daily Punch 6-20-13

Is there room in DnD Next for the warlord?

How about two options for the fighter that make it more like the 4e warlord

Level 1: Superior Defense option

Stand Your Ground!:As an action, you may spend a number of expertise dice and one ally in 30 ft may spend the same number of hit dice.

Level 4: Unerring Attacker  option

Directed Assault!:As an action, you may spend one expertise die and one ally in 30ft may make take an action.

 

Thoughts?

Daily Punch 6-19-13

I love DnD Next, but I want some more from intelligence…

In 3.5 and Pathfinder, characters received skill points based on their intelligence.  In 4th Edition, this was dropped.  I didn’t like this.  I present a system for start sill training based on the intelligence of the character

Class Base Trained Skills
barbarian 3
Bard 4
Cleric 4
Druid 3
Fighter 3
Monk 2
Wizard 3
Ranger 3
Paladin 4

In the above table, characters receive starting skills based on the base trained skills value plus their intelligence bonus.  Some classes will have fewer skill, but some will have many more.  I think intelligence should matter more as in 4e and the current rendition of DnD Next intelligence has no real barring on the characters outside of the wizard.

I also think the skill training feat should be

 

Skill Training

Feat

You devote your free time to bettering yourself outside of combat

Benefit:Gain training in a number of skills equal to 1 + 1 or half you intelligence bonus rounded up , which ever is higher.

 

Thoughts?

Daily Punch 6-3-13

I was playing Arcanis this weekend and hand an interesting conversation with the group.  I think some changes need to happen for DnD Next, and most pressing among these is a new way to handle crits.

 

DnD Next Criticals and Wounds

In 4e, Hit points were explained as a way to express your character being slowly beaten in combat.  Now HP has always been abstract.  Its hard to give the PCs a way to visualize wounds vs scratches  broken bones vs bruises.  I think we need a separate way to keep track of this, thus wounds!

Every PCs has a total number of possible wounds equal to CON mod +4.  I’m debating CON mod +2 or +4, but let’s start generously.

When a someone scores a crit, they do one wound to the target.  HP now represents how beaten the PC is while wounds represent serious injury to a PC.  In addition, massive damage can cause wounds. Based on the following chart

Wounds Received                    Damage Taken

1                                                        Con Score

2                                                     2.5 x Con Score

3                                                        4 x Con Score

4                                                        6 x Con Score

Each wound a PC has imposes a -1 penalty to all D20 rolls.  This penalty represents how the wounds are straining the PC.

Magical healing restores 1 wound for the level of the spell.

 

I think this will add realism to the game.  Now instead of a fighter taking 35 points of damage, he/she gets damage and a wound and know that really hurt while a 2 point  of damage from a dagger  is really only a flesh wound.

Thoughts?

Daily Punch 5-30 and 5-31

Its been a bit, so here is a longer entry for DnD Next  how about a new speciality one only for rogues who want more fun for sneak attack.

 

Death Dealer

_____________________
Other may focus on helping their friends, some focus on feats of strengh, and a few focus on understanding the world.  You just want to see things die.  No murcy, no quarter, just death.

Death Dealers arize from several area, all of them ussaly with sad backrounds.  Beaten, starved, or born mean, no one things makes a death dealer.  They how and why are not important.  All that matters is something in in your way and you will end it.

Level 1: Sneak Attack Basics

Level 3: Sneak Attack Intermediate

Level 6:Sneak Attack Journeyman

Level 9:Sneak Attack Master

Sneak Attack Basics

Martial Feat

You train yourself to hit your target hard

Prerequisite: 1d6 sneak attack

Benefit: When you attack with sneak attack and roll its damage dice, roll an extra die of the same type, drop the lowest roll, and then add up the damage.

Sneak Attack Intermediate

Martial Feat

Your continued training really begins to cripple your targets.

Prerequisite: Sneak Attack Basics

Benefit: When you attack with sneak attack and roll its damage dice, roll an extra two dice of the same type for up to two dice, drop the lowest two rolls, and then add up the damage.  In addition, you gain a +1 bonus to attack rolls that when you perform a sneak attack.

 

Sneak Attack Journeyman

Martial Feat

You have almost perfected the technique of crippling your enemies from the shadows.

Prerequisite: Sneak Attack Intermediate

Benefit: When you attack with sneak attack and roll its damage dice, roll an extra three dice of the same type, drop the lowest three rolls, and then add up the damage.  In addition, any enemy hit with a sneak attack now takes a -1 penalty to all d20 rolls until they make a constitution save equal to 10+your dex modifier at the end of your turn.

Sneak Attack Master

Martial Feat

You are death incarnate.

Prerequisite: Sneak Attack Journeyman

Benefit: When you use Sneak Attack Journeyman, you may now roll two more extra dice and use the highest of these dice up to the number of dice you are allowed by your sneak attack class feature.  You may take the feat more then once.  Each time you do, you gain the benefit of rolling two more sneak attack dice.

Daily Punch 5-28-13

How about some more love for DnD Next!

Second Wind

Feat

You have learned how to take a few seconds to refocus yourself in the midst of battle

Benefit-Once per combat, you may spend your whole turn doing nothing.  You do not grant advantage during this turn.  You may spend up to one quarter of your hit dice (minimum 1) as you would out of combat.  After combat you must take a short rest to regain the use of this feat.

 

Thoughts?

Daily Punch 5-23-13

One more feat for DnD Next…

 

Dice Explosion

Feat

You have trained to make your devastating hits even more crushing

Benefit: When you roll maximum damage on a weapon damage roll, you reroll the dice and add the new total to the maximum damage roll.

 

Thoughts?

Daily Punch 5-22-13

More fun from DnD Next

 

Selective Area

Magic Feat

You have trained yourself to avoid your friends why destroying your enemies

Prerequisite:6th Level

Benefit:When you cast an area spell, you may select a number of creatures in the area equal to your spell casting ability score.  These creatures gain advantage on their saves for the spell.

 

Thoughts?

Daily Punch 5-21-13

Let’s get this thing caught up shall we?  How about some more DnD Next fun…

 

Chauntea’s Gift

2nd-Level Abjuration

The goddess’s gift is imbibed by all and the instantly be come as drunk as if they were in her own hall.

Casting Time:1 action

Effect:All living creatures in a 30-foot radius with in 100 feet of my  must make constitution saving throw.  If they fail, the become intoxicated until they make a successful saving throw at the end of their turn.

 

Thoughts?