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?

Daily Punch 2-28-14 ED 209 Design Challenge

Recently on forums.shadowruntabletop.com a forum cropped up asking for the specs on ED 209 from Robocop.  Heres what I think…

 

HANDL SPEED ACCEL BOD ARMOR PILOT SENSOR SEATS AVAIL COST
ED-209 1 (old movie)/5 (new Movie) 1 1 15 15 8 8 0 24F 2,000,000  Y

 

Armaments

Hellfire Missile-Use Anti-vehicle rockets

twin Yamaha Raiden assault rifles

Has built in recoil compensation of 10.

Is piloted using pilot-walker

Daily Punch 2-27-14 Run and Gun Feat for 13th Age

Still thinking about Running and Gunning.  How about a feat tree for 13th Age Characters?

 

Run and Gun

Adventurer Tier: You do not provoke attacks of opportunity when making a ranged attack in melee.  You may attempt to disengage as part of the attack as a free action.

Champion Tier: Gain a +2 bonus to ranged attack rolls made in melee.

Epic Tier: You gain a +4 bonus to saves made to disengage.  You may add the escalation die to all checks to disengage.

 

Thoughts?

Daily Punch 2-26-14 Run and Gun in DnD Next

Still on my Run and Gun kick for this week.  How about the same feat in DnD Next?

 

Run and Gun

You know how to get out of a tight spot and how to shoot when you do!

 

  • When you make an attack or cast a spell that hits targets at range and you are engaged with at least one enemies, you may as part of the attack disengage from that group of enemies.
  • When you attack an enemy as part of the move granted by this power, you gain a bonus to the attack or increase the spell save DC by half your proficiency bonus, minimum +1.

Thoughts?

Daily Punch 2-25-14 Run and Gun feat for Pathfinder

Here is a feat for Pathfinder based on yesterdays quality for Shadowrun.

 

Run and Gun (Combat)

You move quickly and aim quicker.

Prerequisites: Dex 13, Dodge, Mobility.

Benefit: You get a +4 bonus to range attack rolls when you leave a threatened area to make a range attack roll.  You must move at least 10 feet.  Your ranged attack does not provoke an attack of opportunity if you move at least 10 feet.

Daily Punch 2-20-14 Mass Calm Spell in DnD Next

How about a nice spell like a fireball but for the Bards out there?

 

Mass Calm

3rd-level Enchantment

Casting Time: 1 Action

Range: 100ft

Duration: 10 minutes

Choose a point within range.  All creatures in a 20-ft radius must make a wisdom saving throw.  If they fail, their general attitude improves two steps as the spell soothes their emotions.  This lasts 10 minutes or until they are physically harmed.