Yakk
2008-06-12, 08:10 PM
This removes some of the meta-game "I can only do this trick once a day" from 4e martial classes. Instead of having their powers rationed on a per-day basis, now they rely on chance to get the opening needed to use a given exploit.
---
"Encounter" exploits become "Common" exploits, and "Daily" become "Rare".
Assign each Common Attack exploit a number from 1 to 6. These cannot overlap.
Assign each Rare Attack exploit a number from 1 to 6. This list can overlap with the Common after you run out of numbers, but not with each other.
Assign each Utility exploit (be it common or rare) a number from 1 to 6. The common and Rare may not overlap.
At the start of each turn, roll one Utility d6, one Attack d6, and two Rare d6.
If the Attack d6 lands on a number for a Common Attack, you may perform it that round.
If the Utility d6 lands on a number for a Common Utility, you may perform it that round.
If the Rare d6 lands on a double, you may perform any Common exploit (utility or attack) that matches that number this round.
If either Rare d6 lands on the same number as the Attack d6, and that is the value of a Rare Attack exploit, you may perform the Rare Attack exploit that round.
If either Rare d6 lands on the same number as the Utility d6, and that is the value of a Rare Utility exploit, you may perform the Rare Utility exploit that round.
Characters may burn an Action point to reroll some or all of their Exploit dice at the start of their turn.
---
This results in, on average, being able to perform your Daily/Encounter expoits slightly more often than you could normally (presuming a 4 encounter day, with 6+ rounds per fight) -- except now you rely on luck, and cannot trigger them exactly when you want them.
You can use 1 red attack die, 1 white utility die, and 2 black rare dice, to make the rolls quick. Keep a table of number -> common/rare attack exploits, common/rare utility exploits, and it shouldn't slow the game down much (it might even speed it up!)
If a class has more than 6 utility exploits, put the overflow on the common/rare attack exploit table. Abilities that can be used twice per day or twice per encounter should have two entries. (This applies mainly to the Warlord, whose class features provide utility encounter powers).
At-will powers remain at-will.
---
If you find this is too restrictive, allow Martial characters to pick two powers for a given die slot instead of 1 when they gain a new rare/common power. They can then pick either of the two exploits (but only one of them) when the result is rolled. I don't know if that is needed, however.
---
"Encounter" exploits become "Common" exploits, and "Daily" become "Rare".
Assign each Common Attack exploit a number from 1 to 6. These cannot overlap.
Assign each Rare Attack exploit a number from 1 to 6. This list can overlap with the Common after you run out of numbers, but not with each other.
Assign each Utility exploit (be it common or rare) a number from 1 to 6. The common and Rare may not overlap.
At the start of each turn, roll one Utility d6, one Attack d6, and two Rare d6.
If the Attack d6 lands on a number for a Common Attack, you may perform it that round.
If the Utility d6 lands on a number for a Common Utility, you may perform it that round.
If the Rare d6 lands on a double, you may perform any Common exploit (utility or attack) that matches that number this round.
If either Rare d6 lands on the same number as the Attack d6, and that is the value of a Rare Attack exploit, you may perform the Rare Attack exploit that round.
If either Rare d6 lands on the same number as the Utility d6, and that is the value of a Rare Utility exploit, you may perform the Rare Utility exploit that round.
Characters may burn an Action point to reroll some or all of their Exploit dice at the start of their turn.
---
This results in, on average, being able to perform your Daily/Encounter expoits slightly more often than you could normally (presuming a 4 encounter day, with 6+ rounds per fight) -- except now you rely on luck, and cannot trigger them exactly when you want them.
You can use 1 red attack die, 1 white utility die, and 2 black rare dice, to make the rolls quick. Keep a table of number -> common/rare attack exploits, common/rare utility exploits, and it shouldn't slow the game down much (it might even speed it up!)
If a class has more than 6 utility exploits, put the overflow on the common/rare attack exploit table. Abilities that can be used twice per day or twice per encounter should have two entries. (This applies mainly to the Warlord, whose class features provide utility encounter powers).
At-will powers remain at-will.
---
If you find this is too restrictive, allow Martial characters to pick two powers for a given die slot instead of 1 when they gain a new rare/common power. They can then pick either of the two exploits (but only one of them) when the result is rolled. I don't know if that is needed, however.