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View Full Version : 4e mod -- Presumed Competence



Yakk
2014-07-04, 04:01 PM
I call the mod "presumed competence". I start with attacks -- you are presumed competent and able to hit with them regardless of your attributes or magic items -- and go on from there.

Presumed Competence:

Attacks:
Your attack bonus with a power you have is 3+Level+Weapon Proficiency.

Feat bonuses to attack rolls from Expertise is limited to +1 (they do not scale).
If you have a magical weapon, you gain a +1 bonus to your to-hit roll (this does not scale past +1).

Superior implements also add to attack rolls.

Accuracy bonuses on powers that have the Weapon or Implement keyword are also added. If you lack these keywords, the accuracy bonus is stripped.

Tweaks for at-wills that do not have attribute damage riders. Note that this also nerfs twin strike slightly:

Twin Strike (Ranged) Deals [W]+Dex if on two targets. If on one target, make one attack where you roll twice. If one attack roll hits, deal [W]+Dex, if both attack rolls hit deal 2[W]+Dex.

Twin Strike (Melee) Deals [W]+Str if on two targets. If on one target, roll twice. If each attack roll could hit with one of your weapons, deal [W](Main)+[W](Offhand)+Str damage. If only one attack roll could hit with one of your weapons, deal [W]+Str (using that weapon's [W]).

Dual Strike: Roll twice against the first target. If only one attack roll hits, deal [W]. If both attacks hit the main target with your main hand, deal [W]+Str then take the higher roll and use it to attack a secondary target with your off hand for another possible [W] damage.

AC:
Your AC in armor is as follows:
Cloth/Unarmored: Level+10
Leather: Level+12
Hide: Level+13
Chain: Level+14
Scale: Level+15
Plate: Level+16

Magical armor adds an additional +1 (capped)
Feat bonuses to AC remain unchanged.
Item bonuses to AC are capped at +1.

Protective Shield: As a Standard Action, you gain a shield bonus to AC that lasts until it dissipates. If there are conditions on creating it, it dissipates if you violate them. As a free action, if you are hit by a vs-AC attack by a smaller margin than your bonus from your Protective Shield, you can dissipate your Protective Shield to make the attack miss.
Thick Skin: You gain resist all 3+level/2 while in light or no armor.
Active Parry, a +1 bonus to AC when in light or no armor, increasing to +2 if you have either two melee weapons you are proficient in equipped in your hands or an empty hand.

Wizards when wearing no armor can create a +3 Protective Shield.
Swordmages's Ward is improved to +4/+6 AC
Wardens gain Nature's Blessing, granting +2 AC in light or no armor, increasing to +3 when under a Polymorph effect.
Rogues gain Uncanny Dodge, a +3 shield bonus to AC and Reflex in light or no armor
Shamans gain Protection of Spirits: +1 bonus to AC in light or no armor, increased to +2 when your companion is manifested.
Druids gain Beast Skin, +2 AC when in beast form in light or no armor. Swarm Druids in beast form instead gain Thick Skin when in Beast form.
Avenger's Armor of Faith class feature is boosted to +5 AC.
Monk's Unarmored Agility class feature is boosted to +5 AC.
Barbarian's Barbarian Agility is +2 AC (flat), +3 for Whirling Barbarians. They can sacrifice Barbarian Agility when hit to gain Thick Skin until the end of the encounter.
Berzerker's Poised Defender grants +4 AC, and they gain Thick Skin when in a Fury.
Warlock's have Eldritch Shield that grants a +2 shield bonus to AC under certain conditions. This increases to +3 until the end of your next turn when your Pact Boon is triggered. This shield is active when you are concealed.
Eldritch Pact warlocks Eldritch Shield also works against any foe under your curse.
Hexblades warlocks Eldritch Shield also works when their pact weapon is equipped.
Artificers in light or no armor can create a +3 Protective Shield.
Tactical Warlords gain Tactical Anticipation a +2 bonus to AC when in light or no armor. Other Warlords gain +1. When in light or no armor, as a free action they can lose this bonus to AC until the end of their next turn in order to grant an ally +1d4 AC against an attack that would otherwise have hit them.
Seekers gain Primal Warning, a +2 bonus to AC when in light or no armor. As a free action they can sacrifice this bonus until the end of the encounter (or they spend a Standard Action to recover it) when they make an attack: if they so so, every target hit by the attack takes a -2 penalty to their attacks against the Seeker's allies until the end of the Seeker's next turn.
Sorcerers can create a +2 Protective Shield when in light or no armor. Dragon Sorcerers instead gain Thick Skin.
Rangers gain Active Parry.
Fighters can pick between Thick Skin and Active Parry (see above).

(Basically, if primary stat gives bonus to AC, +3. If secondary, +2. +1 in some corner cases. And some classes get a bonus that they did not have before.)

(Note that this is less than the Dex bonus you'd get, but the light armor ACs are inflated by 1 compared to heavy armors).

(Hybrid stuff is bunded with the Armor/Defence feat. For Wizards, the Protective Shield is a new pick. Yes, this screws some Hybrid builds.)

Attributes:
You gain a +2 bonus instead of a +1 bonus when your stats go up (does not apply to cases where you already gain a +2 bonus).

Non-AC defences:
10 + bonus from both stats.

Feat bonuses no longer scale with character level, and cap at +2 regardless.
Epic Will/Fort/Reflex are banned.
Item bonuses cap at +2 (and items that did grant item bonuses are increased to +2).
Magic Neck items grants a +1 enhancement bonus to all non-AC defenses.
All Magic Boots items grant +1 Item bonus to Reflex
All Magic Helms items grant +1 Item bonus to Will
All Magic Belts items grant +1 Item bonus to Fortitude

Items:
Magic Weapons grant +[W] damage once/round per +1 enhancement bonus on a hit while using it. This damage is sometimes typed (like a flaming weapon), but does not "mix in".
Magic Implements have a damage type. Once/round when they hit they can mix that damage type into the attack they do, and deal +d8/d10/d12 (heroic/paragon/epic) damage (per +1 enhancement).

This replaces enhancement bonuses to damage. (To hit was already replaced).

Item bonuses to damage is once/round.

Magic heavy armor grants resist-all equal to its enhancement bonus.
Magic light armor grants a bonus to defenses against an immediate/opportunity actions equal to its enhancement bonus.

Masterwork armor is replaced with Superior armor. Magical superior armor does not require feats to wear. Heroic magic armor has 1 superior feature, paragon 2, epic up to 3. (Superior armor feats are neat, but underpowered). The value of Magic Superior Armor is increased by +50% per superior feature. So a suit of magical fullplate +1 is 540 gp.

Neck slot items grant a 1/encounter bonus to any defense that can be used after you know you have been hit (and by how much) equal to their enhancement bonus.

Random Changes:
Paladins and Clerics gain Holy Weapon (they can use a Holy Symbol's magical properties and enchantments when attacking with a Weapon)

Druids when in Beast Form gain Red in Tooth and Claw: They are equipped with a +2 proficiency/1d12 damage bite that acts like a two handed heavy blade/pick, or a pair of +3 proficiency/1d8 damage light blades/maces (offhand) (claws) (choose when they enter beast form). They can use Weapon keyword powers (without Beast) with these innate weapons, and they can use magical properties from their wielded implement through these weapons.

Shamans also gain Red in Tooth and Claw when their companion is manifested (choose which when manifested), but the attacks originate from their companion.

Charge bonus damage dice from items and feats are 1/encounter boosts.

This still leaves skills broken, but it does clear out entire categories of broken builds.

Characters can reach "unhittable" on a given NAD, but at the cost of being really easy to hit on other defences.

---

This still leaves some possible "holes", such as attribute bonuses are much larger under the above system, so secondary riders on some powers that scale with attributes may get out of control.

Thoughts?

I am not happy with Twin Strike/Dual Strike.