Silma
2012-01-30, 06:06 AM
Hey!! I'm starting a new 6-player 4e campaign in a couple of weeks and I have a few ideas that I'd like to include. I'd appreciate any advice/opinions on these ideas.
1. Barbarian frenzy
When the barbarian is blooded, he has to make a wisdom check at the start of his turn. The DC is 1/2 level+5*the times he was hit since the end of his last turn. (Obviously if he is not hit at all, the DC is 1/2 level so, unless he has dumped wisdom, he doesn't have to roll.)
If the check fails, he in in a frenzy.
Which means: -2 to all defenses, +2/4/6 (per tier) bonus to dmg rolls, and he is obligated to attack either his closest target/s or one of the enemies that hit him since the end of his last turn.
When he is frenzied, he makes a wisdom check at the start of his turn. the DC drops by 5 each round, but is increased by 5 each time he is hit.
The effect ends, when he beats the DC or when he is no longer bloodied.
2. Wizard spellbook
The wizard can prepare spells or any level equal/lower to his spell slots. The same spell can be prepared more than one time, but must be of the same type as the normal spell he would prepare.
For example, a 7 level wizard has:
~2 At-will powers
~a level 1 encounter slot: he must prepare a level 1 encounter spell
~a level 1 daily slot: he must prepare a level 1 daily spell
~a level 2 utility slot: he must prepare a level 2 utility spell
~a level 3 encounter slot: he must prepare an encounter spell form lever 1 or level 3
~a level 5 daily slot: he must prepare a daily spell from level 1 or level 5
~a level 6 utility slot: he must prepare a utility spell from level 2 or level 6
~a level 7 encounter slot: he must prepare an encounter spell from level 1, 3 or 7
etc.
3. The sorcerer
Once per encounter he can use a lower level spell (or the same type) instead of his normal spell. This can only be used for attack powers, not utilities.
That means, that he can use his level 3 encounter spell instead of his level 7 encounter spell. Which means that he might use the level 3 encounter spell twice.
4. Injuries
There are injuries to several parts of the body.
4a: what injuries do
Injuries have 4 stages. Lesser, Normal, Greater, Severe.
For example an arm injury
~Lesser: -1 to weapon attack rolls using that arm, -1 to thievery checks
Duration: 1d6 days
~Normal: -2 to weapon attack rolls using that arm, -2 to thievery checks
Duration: +1d6 days
~Greater: -5 to weapon attack rolls using that arm, -5 to thievery checks, can't use shields
Duration: +1d6 days
~Severe: can't use that arm
Duration: flip a coin: ~Heads: +2d6 days ~Tails: the arm is permanently damaged
4b: How injuries occur
~When a PC drops to 0 hit points he gets a random injury
~When someone gets a critical hit we roll an extra d20 (on a second natural 20 the attacks does double dmg) On a 18 or higher, the target of the attack gets a random injury (or an extra rank of injury to the specific body part: see below)
~Anyone using a basic attack, can aim at a certain part of his enemies body (if he wants of course). He takes a penalty to the attack roll, but if the attack hits, the target gets an injury to that part.
4c: How injuries are treated
At the end of an extended rest someone trained in heal can use a heal check on an injury. On a DC of 15 or higher, he can treat the injury. The duration of each injury is the number of successful heal checks required.
If an injury isn't treated at all or if the check fails, the duration is increased by 1.
Someone not trained in Heal, can use a DC 10 heal check to stabilize an injury, which means that it won't be treated for that day, but at least it will not get worse.
5. All spells include verbal and somatic components. I'm also adding 2 new feats, Still spell and silent spell, which permanently remove those components from your spells.
I'll add more to this post later.
So...what do u think??
Edit: added Rule n.5 and reduced the duration of injuries
1. Barbarian frenzy
When the barbarian is blooded, he has to make a wisdom check at the start of his turn. The DC is 1/2 level+5*the times he was hit since the end of his last turn. (Obviously if he is not hit at all, the DC is 1/2 level so, unless he has dumped wisdom, he doesn't have to roll.)
If the check fails, he in in a frenzy.
Which means: -2 to all defenses, +2/4/6 (per tier) bonus to dmg rolls, and he is obligated to attack either his closest target/s or one of the enemies that hit him since the end of his last turn.
When he is frenzied, he makes a wisdom check at the start of his turn. the DC drops by 5 each round, but is increased by 5 each time he is hit.
The effect ends, when he beats the DC or when he is no longer bloodied.
2. Wizard spellbook
The wizard can prepare spells or any level equal/lower to his spell slots. The same spell can be prepared more than one time, but must be of the same type as the normal spell he would prepare.
For example, a 7 level wizard has:
~2 At-will powers
~a level 1 encounter slot: he must prepare a level 1 encounter spell
~a level 1 daily slot: he must prepare a level 1 daily spell
~a level 2 utility slot: he must prepare a level 2 utility spell
~a level 3 encounter slot: he must prepare an encounter spell form lever 1 or level 3
~a level 5 daily slot: he must prepare a daily spell from level 1 or level 5
~a level 6 utility slot: he must prepare a utility spell from level 2 or level 6
~a level 7 encounter slot: he must prepare an encounter spell from level 1, 3 or 7
etc.
3. The sorcerer
Once per encounter he can use a lower level spell (or the same type) instead of his normal spell. This can only be used for attack powers, not utilities.
That means, that he can use his level 3 encounter spell instead of his level 7 encounter spell. Which means that he might use the level 3 encounter spell twice.
4. Injuries
There are injuries to several parts of the body.
4a: what injuries do
Injuries have 4 stages. Lesser, Normal, Greater, Severe.
For example an arm injury
~Lesser: -1 to weapon attack rolls using that arm, -1 to thievery checks
Duration: 1d6 days
~Normal: -2 to weapon attack rolls using that arm, -2 to thievery checks
Duration: +1d6 days
~Greater: -5 to weapon attack rolls using that arm, -5 to thievery checks, can't use shields
Duration: +1d6 days
~Severe: can't use that arm
Duration: flip a coin: ~Heads: +2d6 days ~Tails: the arm is permanently damaged
4b: How injuries occur
~When a PC drops to 0 hit points he gets a random injury
~When someone gets a critical hit we roll an extra d20 (on a second natural 20 the attacks does double dmg) On a 18 or higher, the target of the attack gets a random injury (or an extra rank of injury to the specific body part: see below)
~Anyone using a basic attack, can aim at a certain part of his enemies body (if he wants of course). He takes a penalty to the attack roll, but if the attack hits, the target gets an injury to that part.
4c: How injuries are treated
At the end of an extended rest someone trained in heal can use a heal check on an injury. On a DC of 15 or higher, he can treat the injury. The duration of each injury is the number of successful heal checks required.
If an injury isn't treated at all or if the check fails, the duration is increased by 1.
Someone not trained in Heal, can use a DC 10 heal check to stabilize an injury, which means that it won't be treated for that day, but at least it will not get worse.
5. All spells include verbal and somatic components. I'm also adding 2 new feats, Still spell and silent spell, which permanently remove those components from your spells.
I'll add more to this post later.
So...what do u think??
Edit: added Rule n.5 and reduced the duration of injuries