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Author Topic: Converting 4th Edition D&D Paragons  (Read 2060 times)
Morgenstern
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« on: October 09, 2011, 07:07:00 AM »

   Converting 4th Edition D&D Paragons
   While 4th Ed D&D has diverged at least as far from its d20 OGL roots as Mastercraft (and sometimes seemingly in the opposite direction…), it still has many core similarities that make it a convenient source to mine for character concepts and as an inspiration for mechanical effects. Paragons – the “class overlays” gained by heroes in the 11-20 range of 4th Edition’s 30 level advancement scheme are particularly useful in this capacity.
   Each Paragon class is made up of exactly 6 effects – 3 constant benefits, and 3 triggered benefits (a tiny handful have 7 abilities listed, but this is always a case of one of the 3 constant effects being divided into 2 weaker-than-average abilities explained under separate headers for clarity). This maps very well to a typical Mastercraft Basics/Mastery/Supremacy feat chain – 3 feats each made up of 1 continuous benefit and a single trick or stance. However, the power level of Paragon abilities (having been designed for the mid-range of their native environment) is slightly higher than may be appropriate for a first-second-third tier Mastercraft feat chain, and so these adapted chain are better balanced by including a single feat in the prerequisites of the “Basics” feat in the chain (a quite modest replacement of the 10 levels of game-play 4th Edition characters must undertake before accessing these tools).
   4th Edition abilities often have timers or triggers based on characters becoming ‘bloodied’, using their ‘second wind’, or ‘spending an action point’. Mastercraft equivalents to these events are not always linear, as special characters and standard characters have separate damage tracking mechanisms. Observe the first few conversion samples to get a feel for how these terms can be represented in Mastercraft. If after several conversions the standards seem to be working consistently and equitabley, this section will be updated with improved guidance.
   Several mechanics used with enormous frequency in 4th Edition character options. Forced movement, the granting of temporary hit points and ‘marking’ foes are seen everywhere. These are fairly foundational concepts in 4th Editions combat system and are without direct parallels in Mastercraft, so these systems are adapted as follows.

CHALLENGES
   Some characters are especially adept at protecting their comrades by drawing enemy fire to themselves. This strategy of “challenging” a foe punishes that enemy if they attack anyone other than the challenger. At its most basic level, challenges are an effective way of diverting damage, with advanced techniques building off this humble beginning until the challenger simply cannot be ignored.
   To get started mocking and harassing your enemies spend a proficiency to learn the Issue Challenge advanced action, goading your foes into action against you.

   Issue Challenge (Full Attack Action): Make an opposed Tactics (Cha) check against an opponent within 30 ft. who can both see and hear you, opposed by their choice of Sense Motive (Wis) or Resolve (Wis). If they fail, you have challenged them. They immediately lose the challenged condition if you are the last character to challenge them and attempt to use this action on another character.

DOOMED
   Dooms are unique conditions applied by various tricks or abilities. Their consequences take place during the target's initiative count and are frequently tied to actions they choose to take (or not take). A doomed character is always aware of the terms of the dooms placed upon them and may choose their actions accordingly.
   At the end of the doomed character's initiative count they roll a d20 for each doom (in the order of their choosing if they have multiple dooms). If the result is even, they escape their doom and its effects end.

FERVOR
   Some characters have an extraordinary drive to win – the ability to overcome hardship and strife to achieve victory. This resilience can come from within or be inspired by the words and actions of others. “Fervor” is one expression of this heroic zeal as it applies to combat. Fervor points act as an additional buffer, absorbing damage before it reaches a character’s vitality points (special characters) or before it triggers a damage save (standard NPCs). Fervor has the following properties.

•   Lethal, stress, and subdual damage are all applied to fervor after any applicable DR and resistances with each point removing 1 point of fervor. If any damage remains after the character’s fervor is reduced to 0, it affects the character normally.
•   When you gain fervor, you either keep your current fervor or replace it with new fervor value, whichever is higher – multiple sources of fervor DO NOT stack unless they explicitly say so.
•   Fervor cannot be healed or restored, only gained or lost.
•   All fervor is lost at the end of each scene.

FLASH-STEP
   A flash step is a type of movement, resembling teleportation, but with several unique restrictions. An ability granting a flash-step will always indicate the maximum straight-line distance between your starting point and destination.

•   You do not need line of sight to your destination, but must be able to fit into your destination without squeezing.
•   You must be able to draw a path that can be accomplished with you normal movement types (without making skill checks). This path may be up to twice the length of the flash step, allowing you to wind over and around obstacles. You may ignore all characters and those objects smaller than yourself, but not larger objects and scenery along this path.
•   Travel is instantaneous and does not prompt damage from scenery you traverse or trigger traps unless they specifically respond to teleportation or flash-step.
•   You may flash-step even if grappled, pinned, or rooted, escaping those conditions.
•   Effects that suppress or prevent teleportation also affect flash-step movement.

PUSHING AND PULLING
   When you push or pull a target you may move the target a number of squares indicated by the ability. When pushing a target, each square of the movement must be farther from you than the square the target is being moved from. If the push is "in the direction of your choosing" this restriction is waived. Likewise, when pulling a target, each square of the movement must be closer to you than the square the target is being moved from and any excess movement distance is lost when the target becomes adjacent to you. You may not move the character vertically except to follow contours of the ground. You may choose to move the target less than the maximum distance allowed.
   The 5-10 rule applies to diagonal movements (the 2nd and each even numbered diagonal movement uses up 10 ft. of movement). Pushing and pulling ignore the additional movement costs for traversing difficult terrain.
   If a push or pull would cause the target to fall, they may make a Reflex save (DC 15 + 1 for each 5 ft. of movement allowed by the push or pull) to end their movement in the last square before the fall.
   If the path of movement is obstructed by solid scenery or a character at least 2 size categories larger than the target the movement stops and the target takes 1d6 falling damage for each 2 full squares of push or pull remaining (as the target slams into the scenery or character). Characters up to 1 size category larger than the target along the path are typically able to avoid collision with the target. If the target would end their movement in a square occupied by a character, that character must move to an adjacent square of their choice.
   If the target is 1 Size category larger that the source of the push or pull, the distance of the movement is reduce by 2. If the target is 2 or more Size categories larger than the source of the movement, the push or pull fails and is ignored. Character options that change a character’s size category for bull rushing apply to pushing and pulling also.
   Some effects create a push or pull centered on a specific square - use that square as the reference point for determining if each square of moment in closer or farther from the source of the push or pull. Effects may also specify a Size Category for the push or pull, which is used in place of the acting character’s Size category.

   NEW CONDITIONS

   Challenged: If your actions inflict lethal, stress, or subdual damage without damaging the last character to challenge you, that damage is reduced to one-half rounded down. This reduction takes place after DR and resistances have been applied. Damage inflicted on objects, scenery, or yourself is exempt from this penalty.
   You lose this condition at the end of the current scene, if you confirm a critical success on a check targeting your last challenger, or if your last challenger ever takes a movement action or 5 ft. step that ends with him farther away from you than he started.

   Rooted: All of the your speeds are reduced to 0 and you may not take 5 ft. steps.
« Last Edit: January 22, 2013, 08:44:06 PM by Morgenstern » Logged

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« Reply #1 on: October 09, 2011, 07:07:22 AM »

   BASIC COMBAT FEATS

   Courageous Words
   Your encouragement gives others the strength to press on!
   Benefit: As a full action you may encourage an ally able to see and hear you, restoring vitality equal to twice that character's Career Level (or removing accumulated damage equal to the character's Threat Level, if a standard character). You may not encourage yourself. A character may only benefit from this feat once per scene, even if encouraged by multiple characters.

   Twicebold Basics
   You have limitless daring, tempered only by the desire to see all your companions survive to share in the glory.
   Prerequisites: Courageous Words
   Benefit: You may encourage two characters simultaneously with the Courageous Words feat if both of them are your teammates. You also gain a trick.
   Nightbreaker (attack trick): If the opponent is a horror, they suffer a –1 morale penalty to Defense until the end of the current combat. If this attack defeats an adversary, you may grant one teammate able to see and hear you an immediate free attack. They may not apply any tricks to this free attack.

   Twicebold Mastery
   Not all victories come easy. Perseverance may be your greatest virtue.
   Prerequisites: Twicebold Basics
   Benefit: Teammates able to see and hear you gain a +1 bonus to Defense while refreshing and may spend an action die to recover wounds and vitality even if they are attacked so long as no attack actually hits them. You also gain a trick.
   Hope's Fury (Attack trick): You gain a bonus to this attack check and damage roll equal to the number of undefeated teammates you can see and hear who have attempted to refresh during this combat (maximum +5). If this attack misses, it still inflicts the bonus damage. You may only use this trick once per scene.

   Twicebold Supremacy
   All share in the glory of a good plan well executed.
   Prerequisites: Twicebold Mastery
   Benefit: Once per adventure, as a free action you may grant each of your teammates able to see and hear you a bonus d4 action die. These dice do not explode. Discard any unused dice at the beginning of your next initiative count. You also gain a stance.
   Opportunities Seized (Stance): Choose one teammate as you enter this stance. At the beginning of that teammate's initiative count each round if they can see and hear you they may roll a d20 and set it aside. If they do, the first attack or skill check they make that round will use that die result. You may only enter this stance once per scene.

   MELEE COMBAT FEATS

   Longtooth's Basics
   "Give me a sharp lever, and I shall move the world."
   Prerequisite: Combat Instincts, Issue Challenge
   Benefit: Each time you hit an opponent your size category or smaller with a polearm or 2h-spear, you may move them 5 ft. in any direction. You also gain a stance.
   Controlling your Space (Polearm or 2h-Spear Stance): You may take action against opponents within 10 feet of you as if they were adjacent to you (i.e. you may use Combat Instincts to respond to failed attacks from opponents 10 ft. away). This does not make you adjacent to them.

   Longtooth's Mastery
   "Do not think a paltry five strides make you safe from my blade..."
   Prerequisite: Longtooth's Basics
   Benefit: You may spend a single action die to both boost a polearm or 2h-spear attack check and increase its reach by 1 for that attack. You also gain a trick.
   Leverage and Blood (Polearm or 2h-Spear Attack Trick): You move an opponent up to one size category bigger than you 15 ft. in any direction. You may use this trick a number of times per combat equal to your Melee Combat feats.

   Longtooth's Supremacy
   "I'd suggest 'you should run'... But that time has passed."
   Prerequisite: Longtooth's Mastery
   Benefit: Each time an opponent you have challenged attempts to move away from you or attacks another character without attacking you, you gain a free polearm or 2h-spear attack against them before their action resolves. They must be within your weapon's reach to make this attack and you may not apply any tricks to this attack. You also gain a trick.
   Harvest the Field (Polearm or 2h-Spear Attack Trick): You make a single attack check against every character within 10 ft. If the attack hits by 4 or more it inflicts double damage. If it misses, it still inflicts half damage. You may only use this trick once per scene.

   UNARMED COMBAT FEATS

   Ghostwalker Basics
   Your contemplation focuses on the moment when the soul leaves the body... and what comes after.
   Prerequisites: Martial Arts
   Benefit: Once per combat, when you hit a single flat-footed opponent with an unarmed attack you may also baffle them. You also gain a stance.
   Soul Dance (Stance): You gain 1/2 personal cover. If an adjacent opponent misses you with an attack, they become flat-footed at the end of their initiative count. You may not take movement actions other than 5 ft. steps and flash-steps.

   Ghostwalker Mastery
   Echoes and wisps circle about you, becoming visible even to those less attuned to their presence in times of conflict
   Prerequisites: Ghostwalker Basics
   Benefit: You gain 1/4 personal cover against any opponent who was flat-footed at the beginning of their initiative count and if such an opponent attacks you and misses, you may immediately take a 5 ft. step. You also gain a trick.
   Tormented Spirit Strike (Unarmed Attack Trick): You inflict 3d6 lethal shadow damage and the opponent becomes baffled and flat-footed. You may flash-step up to 25 ft. before or after making this attack. If you do so afterwards and you hit the opponent, you may bring them with you to any adjacent, unoccupied square. You may use this trick once per scene.
   Special: Shadow damage heals undead. If the target has Spell Defense that applies to the Shadow discipline, they may use that in place of their normal defense total against attacks inflicting shadow damage.

   Ghostwalker Supremacy
   You may not revel in the taking of life, but you know many secret paths that open only when it happens...
   Prerequisites: Ghostwalker mastery
   Benefit: Each time you kill an adversary, you may immediately flash-step up to 25 ft. as a free action. Any opponents adjacent to you at the end of this movement become flat-footed.
   Vengeful Ghost Strike (Unarmed Attack Trick): If the opponent was flat-footed when you made this attack, you instead inflict 3d6 lethal shadow damage and the target is stunned with a recurring Will save (DC 10 + your wisdom modifier + the number of Unarmed combat feats you have). You may flash-step up to 25 ft. before or after making this attack. You may use this trick once per scene.
   Special: Recurring saves are made at the end of the character's initiative count every round and do not require an action. Success immediately ends the penalty, condition or effect.
« Last Edit: October 17, 2011, 10:56:10 AM by Morgenstern » Logged

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« Reply #2 on: October 09, 2011, 10:46:28 PM »

Carry on!  One of the things I actually liked in 4th was the Sword Mage class... I hope to see it's rebirth here in FC.  Grin
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« Reply #3 on: October 09, 2011, 11:34:30 PM »

I'll be honest, I'm not keen on Fervor. It's something from 3e I definitely don't miss in FC. My preference would be to replace temporary hit points with things like:
- take a Refresh action as a free action
- DR
- healing
- Edge
- things based on the tough NPC quality
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« Reply #4 on: October 10, 2011, 12:01:24 AM »

Wait it's not DR for Stress and Subdual? ok I need to reread that...

Challenging seems a little confusing, I get the jist, but I also DMed 4e for a year.
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« Reply #5 on: October 10, 2011, 12:06:05 AM »

Challenging seems a little confusing, I get the jist, but I also DMed 4e for a year.

It seems straightforward enough, but is competing for design space with the Aggro Basics feat chain.
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« Reply #6 on: October 10, 2011, 12:18:27 AM »

And the taunt action in general.
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« Reply #7 on: October 10, 2011, 12:47:48 AM »

And the taunt action in general.

Actually, Mix-Up (Taunt) looks more efficient, besides being simpler.
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« Reply #8 on: October 10, 2011, 01:23:02 AM »

Fervor
This is the core mechanic, with no visible access poitns yet. I'll have some examples up using it shortly AND some abilites that play off Refresh so the differences will become clearer. One of them is refresh never takes you over your max vitality, so there is no reason to do it before fighting begins, while some fervor effects are at the best for psyching up before a fight gets rolling.


Challenge
Taunt is an actual forced action. Challenge is a harrassing move - "oh, think you'll just ignore me? *pokes opponent in the wrist as he tries to swing at someone else*"

Something to consider is that it uses Tactics, which is  skill available to a different crew than Sense Motive. I may adjust the opposing skills to give it a little more differentiations from Taunt. I think as the conversions offer some modifiers to it, you'll see it as something quite apart from Taunt Smiley.

Hmm. Though now that you mention it, there is something I can do to make it quite different from Taunt... Back to the lab!
« Last Edit: October 10, 2011, 01:27:59 AM by Morgenstern » Logged

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« Reply #9 on: October 10, 2011, 03:03:02 AM »

I'll be honest, I'm not keen on Fervor. It's something from 3e I definitely don't miss in FC. My preference would be to replace temporary hit points with things like:

- take a Refresh action as a free action
- DR
- healing
- Edge
- things based on the tough NPC quality

Well, one thing in particular I wanted to mention is that fervor is MUCH weaker than healing, which makes it much safer to offer. The difference between being able to grant 4 fervor per round and being able to heal 4 vitality per round is night and day. Single-use DR is similar but overcome by AP and offers no protection from stress and subdual (which seems to be such a common strategy that offering new defenses against it is a real plus). Edge is something else entirely. Refresh is healing with its own seperate cost mechanic. Fervor is simply a different tool that all of those things, and will allow different options to be offered Smiley.
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« Reply #10 on: October 10, 2011, 04:12:58 AM »

Carry on!  One of the things I actually liked in 4th was the Sword Mage class... I hope to see it's rebirth here in FC.  Grin

Strangely, that is in the one and only 4th ed book I haven't been able to acquire a copy of on the cheap. I liked them too (though probably  because the "Sword Mage" character you play briefly in the consol RPG Wild ARMS 2 was totally badass Roll Eyes).

I am building full conversion of the Avenger and Warden thugh. Those classes both caught my imagination nicely.
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« Reply #11 on: October 10, 2011, 05:56:02 AM »

Carry on!  One of the things I actually liked in 4th was the Sword Mage class... I hope to see it's rebirth here in FC.  Grin

Just curious, what does it do that the Rune Knight doesn't?  I haven't read any 4E books beyond the core, so I'm just going off it's name here.

OT: I'm not keen on Fervor to be honest.  I like the idea of Challenge - very evocative stuff, but mechanically I'd find myself using Taunt over it every time.  I think it needs more - perhaps something like a reverse Counting Coup (you defeat the person you challenged), or a bigger penalty (and put in the Honourable quality that it can't be refused Wink).
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« Reply #12 on: October 10, 2011, 08:16:26 AM »

Just curious, what does it do that the Rune Knight doesn't?  I haven't read any 4E books beyond the core, so I'm just going off it's name here.

Its a tank-role class, so you do things like challenge a foe and if they attack someone else you can teleport directy to their side. Some flashy energy traps that in recall (move and you fry). Bit of always-on force armor so they can stick to lighter garb but take a beating like a knight.

Quote
OT: I'm not keen on Fervor to be honest.

I'm hoping context will help. Off the cuff, I could see a stand alone trick like...

Strike down upon thee (attack trick): If the opponent has an opposing alignment, you also gain 4 fervor. You must have an alignment to learn this trick.

Something like that showcases how it's different from healing. I'd never let an unlimited use healing trick roam free like that.

Quote
I like the idea of Challenge - very evocative stuff, but mechanically I'd find myself using Taunt over it every time.  I think it needs more - perhaps something like a reverse Counting Coup (you defeat the person you challenged), or a bigger penalty (and put in the Honourable quality that it can't be refused Wink).

Taunts' forced action functionality makes them ENORMOUSLY powerful - they don't penalize the target's attempts to do something else, they flat-out eliminate the possibility at the low, low cost of the target taking a swing at you. I agree Challenges are going to have to be tweaked a little to make them an attractive alternative.
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« Reply #13 on: October 10, 2011, 09:31:35 AM »

Revised the Issue Challenge action to be more dificult to avoid.

Revised the challenged condition to create a penalty that is more comparable to Taunt's forced action. I think that with this being a persistent effect, its a fair alternative to Taunt, which requires constant maintenance.
« Last Edit: October 10, 2011, 09:56:26 AM by Morgenstern » Logged

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« Reply #14 on: October 10, 2011, 12:02:52 PM »

I think Fervor is in some ways preferable to healing, since it can go beyond your normal vitality max and also can be refreshed every scene. For games with the Sorcery quality, I don't see free access to healing as a huge deal, since Touch of Light will heal an unlimited amount.
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