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== New Keywords ==
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== Sudden Death Skill Challenge System ==
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In this system, a skill challenge consists of only a few steps, but each step is difficult. The idea is to reward success rather than penalize failure. The overall chance of success is about the same as in combat of a similar level - that is you are almost assured of success, but there is some excitement on the way there. The penalty on repetitive skill use forces characters to diversify.
  
=== Alter Form===
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* '''Skills to Use''': The skill challenge should have a few recommended skills that can be used, but if a player comes with a good explanation of how they use a different skill this should be allowed. It is also possible to use other values, such as attack rolls, where appropriate.
Powers with this keyword transform the physical body of the target into a shape of the same basic build and size, but not into a specific individual. All assume form powers also have the polymorph keyword. In many ways, assume form is a more extreme version of polymorph.
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* '''Original DCs''': The DCs are those given in the original table in DMG1, page 42, including the notes. All skills have the same difficulty, with the usual +/-2 skill modifier based on DM judgment.
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* '''Standard Action''': Making a roll in a skill challenge is a standard action. Sometimes you might need to move into proper position as a separate action.
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* '''Accumulate Only Successes''': To succeed at the skill challenge, the team needs a number of successes equal to the complexity of the task. Failures are not accumulated; see below for how skill challenges fail.
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* '''One Success Per Round''': A group can only score one success at a skill challenge each round. There is thus a minimum time to complete the skill challenge of 1 round per point of complexity.
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* '''Initiative''': The skill challenge has an initiative count just like a creature does but does not roll for initiative. It generally comes last in the round. If the actions of a creature started the skill challenge, its' initiative count is right before the instigator's (as if it has just completed its action).
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* '''How to Fail''': The skill challenge takes no actions on its turn, instead it fails if no success has been scored when the skill challenge's initiative comes up.
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* '''Desperate Effort''': Just before the skill challenge is about to fail, all characters can spend action points to take an action to make additional skill rolls on the challenge.
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* '''Repetitive use of Skills''': A character that has already scored a success with a particular skill in this skill challenge will find it harder to gain further progress, suffering a +5 DC modifier, cumulative with several successes. This is to prevent boring and repetitive use of skills, yet let specialized characters have the option of using their favorite skills again, if at a penalty. This does not impair your ability to Aid Others in this skill challenge.
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* '''Aid Other''': An attempt to succeed that fails but beats DC 10 (15 at paragon level, 20 at epic level) counts as an attempt to aid other, giving a cumulative +2 to later attempts to complete the task. This bonus resets each time a success is scored. You can perform the aid other action in a round where someone else has already scored a success; the bonus then applies to the next round.
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* '''Complications''' There should be some additional complication involved in the skill challenge. Maybe it attacks each round, or there is an ongoing combat. This is especially true if the skill challenge is of a level where the DC of the skill roll does not increase compared to lower levels.
  
* A creature of Small or Medium size can change into either Small or Medium size; creatures of other size categories retain their size category.
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=== Special Cases ===
* The new shape resembles the target's original form, and can be recognized with an Insight roll against the target's Bluff.
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* A "round" is an abstract measure of time in a skill challenge. Some skill challenges take place during combat, using normal combat rounds. Others have rounds that are minutes, hours, or even years in length for momentous tasks. Short interruptions are acceptable in skill challenges with rounds of minutes or more.
* You must keep the same form for the entire duration, but can end the effect as a minor action.
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* Powers and (where time permits) rituals an allow a character to use an unusual skill to aid the challenge, or might reduce the future DCs of the challenge by 2. In exceptional cases, such effects might complete the skill challenge right away, but this should be rare.
* Any equipment worn or carries changes only as much as required to be usable in the new form. When the power ends, any equipment reverts to its original shape.
 
* Alter Form does not change game values except as indicated in the power.
 
* See Monster Manual p. 280 for more on Change Shape.
 
  
=== Assume Form===
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==General Rules==
All assume form powers also have the polymorph keyword. In many ways, assume form is a more extreme version of polymorph.
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===Aid Other Action===
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The difficult of the Aid Other action increases to 15 at the paragon tier and 20 at the epic tier.  
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If the aiding character gets a higher skill roll than the creature being aided and is otherwise capable of performing the action (which might involve knowing a ritual, being trained in a skill, or other factors) the helper and the main character switch roles; the helper becomes the main character and the former main character’s roll is now used for the Aid Other action.
  
When you use a power with this keyword, the target, including all equipment and abilities, turns into another creature, hereafter called the assumed form. While the power is in effect, remove the character from play and replace it with the assumed form; whoever played the target now plays the assumed form for the duration or until the assumed form is reduced to 0 hit points. When the power ends, once again replace the assumed form with the original target.
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==Combat Rules==
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===Ready Action===
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Readying an action and triggering a readied action has no effect on initiative – you still act on last rounds initiative.
  
* Completely replace all abilities of the target except hit points. It is as if the target was taken of the face of the earth and replaced with the assumed form. The only vestige f your original form is your hit point status, including damage taken.
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===Flanking===
* You immediately gain temporary hit points equal to the creture's Blooded value (half its full hit points).
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* '''Group Flanking''' When an creature is flanked, all enemies adjacent to that target in melee get the flanking bonus, not just the those causing the creature to be flanked.
* The assumed form is not a specific individual, but a typical creature of a specific type, like them ones ones found in the Monster Manual. It is possible for someone who knows you closely to recognize you with a DC 20 Insight roll (or opposed by your Bluff if you try to mask your identity).
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* If there is not enough room on the board for the assumed form, it must squeeze. If there is not room to squeeze, the power fails
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===First Combat Round===
* If there is not enough room when returning to the initial form, displace any nearby creature(s) to make room. If there is still not room, the target is [[Acrobatics (4E)#EscapeArtist|stuck]] and might need rescue.
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You can take a full rounds worth of action in a surprise round. This is not so much a rule as a retraction of a rule.
* Any conditions or effects on you remain when transforming.
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==See Also==
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* [[Glossary (4E)|Terms and Definitions]]
  
 
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Latest revision as of 10:02, 16 May 2013

4ED&D 4E
4th Edition Dungeons & Dragons

Sudden Death Skill Challenge System

In this system, a skill challenge consists of only a few steps, but each step is difficult. The idea is to reward success rather than penalize failure. The overall chance of success is about the same as in combat of a similar level - that is you are almost assured of success, but there is some excitement on the way there. The penalty on repetitive skill use forces characters to diversify.

  • Skills to Use: The skill challenge should have a few recommended skills that can be used, but if a player comes with a good explanation of how they use a different skill this should be allowed. It is also possible to use other values, such as attack rolls, where appropriate.
  • Original DCs: The DCs are those given in the original table in DMG1, page 42, including the notes. All skills have the same difficulty, with the usual +/-2 skill modifier based on DM judgment.
  • Standard Action: Making a roll in a skill challenge is a standard action. Sometimes you might need to move into proper position as a separate action.
  • Accumulate Only Successes: To succeed at the skill challenge, the team needs a number of successes equal to the complexity of the task. Failures are not accumulated; see below for how skill challenges fail.
  • One Success Per Round: A group can only score one success at a skill challenge each round. There is thus a minimum time to complete the skill challenge of 1 round per point of complexity.
  • Initiative: The skill challenge has an initiative count just like a creature does but does not roll for initiative. It generally comes last in the round. If the actions of a creature started the skill challenge, its' initiative count is right before the instigator's (as if it has just completed its action).
  • How to Fail: The skill challenge takes no actions on its turn, instead it fails if no success has been scored when the skill challenge's initiative comes up.
  • Desperate Effort: Just before the skill challenge is about to fail, all characters can spend action points to take an action to make additional skill rolls on the challenge.
  • Repetitive use of Skills: A character that has already scored a success with a particular skill in this skill challenge will find it harder to gain further progress, suffering a +5 DC modifier, cumulative with several successes. This is to prevent boring and repetitive use of skills, yet let specialized characters have the option of using their favorite skills again, if at a penalty. This does not impair your ability to Aid Others in this skill challenge.
  • Aid Other: An attempt to succeed that fails but beats DC 10 (15 at paragon level, 20 at epic level) counts as an attempt to aid other, giving a cumulative +2 to later attempts to complete the task. This bonus resets each time a success is scored. You can perform the aid other action in a round where someone else has already scored a success; the bonus then applies to the next round.
  • Complications There should be some additional complication involved in the skill challenge. Maybe it attacks each round, or there is an ongoing combat. This is especially true if the skill challenge is of a level where the DC of the skill roll does not increase compared to lower levels.

Special Cases

  • A "round" is an abstract measure of time in a skill challenge. Some skill challenges take place during combat, using normal combat rounds. Others have rounds that are minutes, hours, or even years in length for momentous tasks. Short interruptions are acceptable in skill challenges with rounds of minutes or more.
  • Powers and (where time permits) rituals an allow a character to use an unusual skill to aid the challenge, or might reduce the future DCs of the challenge by 2. In exceptional cases, such effects might complete the skill challenge right away, but this should be rare.

General Rules

Aid Other Action

The difficult of the Aid Other action increases to 15 at the paragon tier and 20 at the epic tier. If the aiding character gets a higher skill roll than the creature being aided and is otherwise capable of performing the action (which might involve knowing a ritual, being trained in a skill, or other factors) the helper and the main character switch roles; the helper becomes the main character and the former main character’s roll is now used for the Aid Other action.

Combat Rules

Ready Action

Readying an action and triggering a readied action has no effect on initiative – you still act on last rounds initiative.

Flanking

  • Group Flanking When an creature is flanked, all enemies adjacent to that target in melee get the flanking bonus, not just the those causing the creature to be flanked.

First Combat Round

You can take a full rounds worth of action in a surprise round. This is not so much a rule as a retraction of a rule.

See Also