Daily Punch 3-13-14 Mobile Assault Feat For DnD Next

How about a feet for DnD Next?

 

Mobile Assault

Prerequisite: Charger

You are a mass of muscle and blades streaking across the battlefield

  • When you perform a charge action, you charge up to your normal speed.
  • When you charge increase you maximum damage by +3.  This bonus stacks with the Charger feat.
  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.

Thoughts?

Daily Punch 3-12-14 Caustic Spells Feat for DnD Next

How about another spell for DnD Next?

 

Caustic Spells

You’ve spent a lot of time learning how to cast spells not using Draconic, but more evil, vile tongues.  Languages the hurt the ears of those who hear them.

  • Gain a +1 to your statistic linked to your spell casting attribute to a maximum of 20.
  • When you cast a spell, all creatures of neutral or good alignment in 30 feet of you must make a constitution saving throw DC= 5 + spells level.  Those who fail are racked to the words you use and gain disadvantage to all attacks and skill checks for one round

Thoughts?

Daily Punch 3-11-14 Condition Track for DnD Next

While I didn’t love Star Wars Saga Edition for a lot of reasons, I did love the condition track.  I like the idea of being able to subdue an enemy instead of mercilessly beat the down.  Also, in a lot of RPGs, the “More then None, Ready to Run!” attitude is a bit to pervasive.  I want a slightly more realistic approach to combat.  To that end, I present the condition track.

 

Basically, as you lose hit points, your condition gets worse.  For every quarter of your HP total you lose, you gain a -1 wound penalty to all actions and saves.  This represents you physically becoming less able to do anything as you become more and more broken.  When you are healed up past a quarter mark, you lose the would penalties associated with being that wounded.  When you have a -4 penalty, you pass out.  While this would normally be you’ve lost all your hit points, spells could easily fit in this space that allow you to impose conditions on enemies like a stunning blast.  To be kind to both the GM and players, I think the saving throws you make when a character has less then 0 HP should not have the wound penalty as this would kill players far to often.

When you lose constitution points from say a wight, you would track your current hit points relative to your previous maximum, not your new maximum.  This way a wight will leach away your life just like any other creature.

I would also suggest when you take damage equal to double your constitution score, you have to make a constitution saving throw DC= Challenge rating of the creature that damaged you.

 

Thoughts?

Daily Punch 3-10-14 Chosen Feat for DnD Next

Been reading The Reaver novel for The Sundering, and saw a character do something.  Let’s make it so your characters can do the same thing

 

Chosen

You are chosen of a God.  You have a direct access to the power of a God…when they grant it

  • Gain a +1 bonus to your wisdom score
  • If you still have unused spell slots, you can instantly prepare a spell that you have access to by making a wisdom saving throw DC = 10+ spell level.  If you succeed, you can cast the spell and take damage equal to the spells level.  This spell uses a spell slot that you have not used.  You may do this as many times as you have spell levels or until you fail the saving throw.  If you fail, you lose access to this spell slot and can not use this ability until you prepare spell s again.

Daily Punch 3-7-14 Lame Negative Quality for Shadowrun 5e

If you can get a bonus to go faster, can you get karma if you go slower?

 

Lame

Bonus 3 karma per rating (Max Rating 3)

You’re slow.  It could because you have a bum leg.  Heck, you could just need to hit the gym a bit more.  Either case, you don’t make it out the door first when drek hits the fan.  For each rating of lame you have, reduce your effective agility by 1 when you calculate your speed.  If a rating of lame would reduce your agility to 0, you may not take that level of agility.

Daily Punch 3-6-14 Speed Demon Quality for Shadowrun 5e

How about something to give you character a bit more umph when they are running from the gunmen the pissed off in Shadowrun?

 

Speed Demon

Cost: 3 karma per rating (Max Rating 3)

Maybe you were on the Cross Country team in high school. Maybe you put a little time in at the Y to lose a few pounds.  Or, maybe you just got really good at beating feet when you were a kid so you didn’t bet pounded when you were in high school.  Either way, you run fast.  When determining your run or walk speed, your agility score is consider one higher for each level of Speed Demon you have.

 

 

Thoughts?

Daily Punch 3-5-14 Frost Bite Feat for DnD Next

How about a feat for DnD Next?  Ray of Frost is a good spell, but I don’t really need to keep people from moving.  What I realy need is a way to reduce the attack of an enemy….

 

Frost Bite

You are the master of the cold, and when you inflict it on others they can’t function properly

  • Gain a +1 bonus to whatever ability score you use to cast spells.
  • When you hit an enemy with a spell if it requires an attack roll or the enemy fails a saving throw against your spell, the enemy makes a constitution saving throw.  If they fail they take disadvantage on all checks for one round.

Thoughts

Daily Punch 3-4-13 Scatter the Pieces spell for Pathfinder

How about a Pathfinder Spell?

 

Scatter the Pieces

School evocation [Force]; Level sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature or object/ level in burst 20ft.
Duration instantaneous
Saving Throw Fort; Spell Resistance yes

DESCRIPTION

You call forth a burst of force that moves targets in an area.  You can target a number of creatures or objects equal to your level.  Each creature you choose to affect makes a fortitude saving throw.  Those that fail or choose to fail are moved 5 ft/2 levels out of the center of the blast.  This movement does not provoke attacks of opportunity.

 

Thoughts?

Daily Punch 3-3-14 One Unique Flaw (?/!) for 13th Age

I like the one unique aspect of 13th Age.  I also like flaws for characters.  Do these two great tastes taste great together?

 

In many games like WitchHunter or Fate, acting like you have described your character gets you benefits.  It also give the GM ways to (semi)reliably move the story.  An example is if you said you character is a drunk, and you enter a bar, your character should most likely get some drinks.  This will lead to trouble and story.  When you do that in Fate or WitchHunter you get chips that let you brake the game later.  That I like.  I like the give and take of narrative control and it gives RPGs a bit more of the “Eurogame” aspect rather then randomness.  If you bank some story, you should get to control a bit of the story.

 

In 13th Age, your characters are the most impressive in the world!  You can’t just be a drunk who swings a sword, you should NEVER be able to turn down a drinking challenge!  You can’t just be afraid of water, but you should have to be knocked out to be put on a boat almost like the A-team.

 

What I propose is playing a bit more with the relationship dice.  If I as the GM compel your one unique flaw, you should automatically get a 5 in your worst relationship.  If I compel your flaw and you have a 5, it moves to a 6.  Since those either become treasure or options in the story, it serves the role of bonus for the game.  However, since you are a PC, you get to choose if you take the bonus.  If you have a 6 and I compel your flaw, it moves to a 5.  If you have a 5, you lose your bonus.  If you have no good relationship dice, then you lose narrative control of the situation.  That’s when things become interesting….

 

What do you think?  Would this make an interesting addition to 13th Age?