[4E D&D] Dragoons
I love Kain (Cain) from Final Fantasy IV and I’m betting I’d love Cain from FFIV: The After. His concept would make a great addition to a 4E game. I’m thinking he’d be a striker, jumping in for massive damage. I’d probably want to bring in some of the dragoon features from FFXI, which mainly revolve around the concept of a wyvern pet, but 4E is currently silent on companions in the game.
So, the essential function of the dragoon is to deliver spear attacks via leaping into the air and plunging the spear into the enemy on the way down. I think this meshes well with the desire to have lots of map movement in 4E, instead of the stay in place and fight combat that used to happen in 3E a lot.
My concept for the character is a heavy armor striker. With a spear or longspear, the dragoon would be able to teleport into the air and drop down on an enemy, using the falling distance to add to her damage. To keep it balanced, I think you’d need these caveats:
- The dragoon must move at least two squares first.
- The target must be still within the dragoon’s movement range plus the reach of the weapon (as if the dragoon had charged the target).
- There must be a valid square somewhere around the target for the dragoon to land in when the attack is over. If that square is difficult terrain, the dragoon should either have to make a check or fall prone.
- Leaping from the second square grants combat advantage to the dragoon’s enemies.
Given those caveats, the player could add the squares it would take to get to the target from the second square plus one. This is the amount of extra dice added to the attack if it is successful. The ability would require a recharge like some monster abilities.
I know it’s complicated. What do you all think?
[Risus] Adding a little more complexity
My friend, Rich, asked me today about a supers game that his friend could play with his children. I suggested Risus. This wasn’t going to work out of the box, though, because he said:
I recommended it to him, he thinks it may be a little too simple for them.
So, off the cuff, I recommended this:
Risus Plus
So, take your normal character, for instance:
Winter Wolf
Claws of Frozen Steel 4D
Whaddya mean, attitude? 3D
“Gotta protect the weak …” 2D
Ice Queen 1D
and add this template:
Defense:
Gritty Hero – 8
Pulp Hero – 10
Costume Hero – 12
Health:
Gritty Hero – 10
Pulp Hero – 20
Costume Hero – 30
Now, we’ve got Winter Wolf with some hit points and an AC. This means that she can’t be knocked out of the fight until those hit points are gone AND a cliche has been reduced to zero.
So, if Winter Wolf were a pulp hero:
Winter Wolf
Claws of Frozen Steel 4D Defense 14
Whaddya mean, attitude? 3D Defense 13
“Gotta protect the weak …” 2D Defense 12
Ice Queen 1D Defense 11
Health 20 Defense 10
Question 1:
So, how much health do I reduce when I attack? Answer: Subtract the defense from your roll to determine how much health is lost.
Question 2:
So, how do you reduce cliches? Answer: You have to aim for the cliche and hit its defense. Take your base defense and add the cliche’s level to it to determine its defense rating. Each time you hit the cliche and exceed its defense, it lowers by one. Also, unless you declare an attack as being against a cliche, it’s assumed to be hitting health.
Question 3:
So, how do I recover health? Answer: This will vary by who’s playing it, of course, but I think you should get your health back any time you have a scene where you reinforce one of your cliches but don’t actually get into a fight. Like, where you tell the story of how you got your claws, or explain to your comrades why you protect the weak.
Any other questions? Anything I missed? I’m not sure what happens with this and the funky dice option, but there you go.
[4E FF] Summons and Airship Battles
Summons
Here are some basic thoughts on how to integrate Final Fantasy style summons like those seen in FF4/6/7 (one attack/effect) and FF10/12 (fighting for an encounter or so).
So, the things you’re going to want are one time effects (fire attacks, status effects, and healing) and encounter length companions. The first is easy: create at-will, encounter and daily abilities that do those very same things (look to existing class abilities for attacks and healing, look to poisons for status effects as a general guideline). The problem with the latter is the overpowering affects of having a second character making actions. Here is how I’d do it.
Let’s take a summoner, a Tiefling named Kallista and an eidolon, Shiva. I’m not sure if Shiva should be an always thing, like a god, granting specific at-will, encounter, and daily abilities like Channel Divinity does for Clerics and Paladins, or if they should be summon inspecific. But, whatever the summoner has, they have some array of at-will, encounter and daily abilities. An at-will ability included with the class is Summon Eidolon. Ignoring some of the particulars, you’d arrive at an ability that summoned the eidolon within a certain range (is that a burst?) Shiva’s arrival would come with an effect, somewhat comparable to Cloud of Daggers. Then, Shiva could act on Kallista’s next turn or react as normal. Here’s the balancing thing: Summon is a Sustain Standard, meaning that Kallista can still perform move and minor actions, but not be blasting away simultaneously. Here’s the other balancing thing: Shiva’s Encounter and Daily abilities can only be activated by burning Kallista’s Encounter and Daily abilities. Now, Kallista isn’t any more powerful than someone else because she has two Daily abilities or what-have-you. She’s just got different arrays to choose from. Still too powerful? Maybe, maybe. If so, Summons could act like magic weapons – only summonable after a major rest or a milestone. How does that sound?
Airship Battles
So, the party is fighting on an airship’s deck. That doesn’t take any changes at all from 4E. But, what about flying the ship into special maneuvers, firing cannons, tilting to and fro to affect enemies?
Have the character take control of the ship, Leaders like the Warlord work best. Their actions will be tied up with the normal stuff (Sustain Standard again). They can still activate anything that works on a move, minor, or on other’s actions (like AP usage). But, they can sacrifice their Encounter or Daily abilities to activate those of the Airship (sound familiar?). So, isn’t it overpowering to not be the subject of attacks on the battlefield?
Yeah, but you’re now worrying about the airship’s HP versus the flying monsters or enemy airships. Neat, huh? This, of course, would work for any vessel, be it train, ship, moon rocket, etc.
Thoughts?
[4E D&D] Double TPK
So, our group of five players had adventured up to Irontooth’s Waterfall Retreat last time (which was also the first time!) I played 4E D&D.
This time, there were only three players and we played with only three characters of the group. The DM tried his best to scale the big fight down to our size. We hadn’t rested for the day and were severely tapped.
We died horribly, of course.
So, we made some new characters and one of the players grabbed one of the missing characters and ran back to the inn and grabbed the new characters (and a rangery elf) and we went back, the four of us returned, full strength.
Despite the fact that I misread Warlock’s Curse in my favor, we still got trounced. It was going well, but we all went down within a round of each other and nothing could be done.
So, all six of our characters (4 old, 2 new, 1 pretty much written out of the story) were taken to the Keep, where we’ve escaped captivity and may very well face the entire goblin and kobold army soon.
It’s a fantastically fun game, I can’t say that enough. It’s fun enough that a Double TPK doesn’t faze my enthusiasm to play!