[4E D&D] Dragoons

June 17, 2008 at 1:29 pm (4E D&D, Final Fantasy, Sword & Sorcery)

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:

  1. The dragoon must move at least two squares first.
  2. 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).
  3. 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.
  4. 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?

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[4E FF] Summons and Airship Battles

June 9, 2008 at 2:50 pm (4E D&D, Final Fantasy, Sword & Sorcery)

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?

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[4E D&D] Double TPK

June 9, 2008 at 10:53 am (4E D&D, Sword & Sorcery)

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!

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