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Mar 02

Power formula

NSFW Pasting this here for further perusal by myself.  It’s purpotedly a basic forumla to create new powers or check their balance of existing powers.  Might be useful.

If you’ve had the urge to make your own classes, for instance I’ve jotted some notes down on a mental based class controller and of course have some concerns for play balance.  It’s for a race of people from the glass mountains to the far north.  They don’t get out much but each has a rite of passage where they have to go out in the world and experience life to see if they have a taste for the outside world or the seclusion of their mountain fastness.  Surprisingly few remain in the outside and as a result the Shar aren’t seen all that often.  Human race they fit the normal variations physically although they have a tendency toward red and blond hair rather than browns and blacks. Â  But their abilities to channel their mental energies and affect the physical world are definitely unique to the world of Karn.

Original thread is here.

Here’s my idea for a create a power system. Basically you take one of the power skeletons and add/subtract attributes whose points values sum up to a certain amount depending or the type of power.

There are 4 power skeletons. 1 for each attack type. Each attack gains a power source keyword (Martial, Divine,…) and an accesory keyword (Weapon, Implement).

Melee
Standard Action, Melee Weapon
Target: One Creature
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage

Ranged
Standard Action, Ranged Weapon
Target: One Creature
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage

Close
Standard Action, Close Burst 1
Target: Each creature in burst
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage

Area
Standard Action, Area burst 1 within 10 squares
Target: Each creature is burst
Attack: Primary Attribute Modifier (PAM) vs Reflex
Hit: 1d6 + PAM damage

2) Each power type has a different power modifier sum. Power modifiers may be taken more than once and the effects are cummulative.
At-will powers: 1
Encounter powers: 2 in heroic, 5 in paragon, 7 in epic
Daily power: 4 in heroic, 7 in paragon, 9 in epic

Sample Power Modifers

-2: No PAM damage on Hit
-1: Add damage type (fire, necrotic, poison)
-1: Remove Weapon or Implement Keyword
0: Attack targets Fortitude or Will instead of Reflex
0: Ranged 5 instead of Ranged weapon
0: Hit deal 1d6 damage instead of 1W
0: Add damage type (cold, electric, thunder)
1: Blast or Wall instead of burst
1: Hit also pushes the target 1 square
1: Hit also knocks the target prone
1: Hit deals an additional 1W
1: Hit or Miss also causes minor ailment (dazed, slowed, grants combat advantage) until the end of your next turn
1: Hit or Miss causes onging damage 5
1: Hit or Miss grants target -2 penalty to one defense or attack rolls until end of your next turn
1: Hit or Miss grants target -SAM penalty to one defense or attack rolls until end of your next turn
1: Increase damage dice one size
1: Increase burst or area size by 2
1: Increase Range by 5 squares
1: Ailment lasts until save ends instead or end of turn
1: Hit deals Secondary Attribute damage
1: Add damage type (radiant, acid, psychic)
1: Attack is Realible
1: +2 to the attack roll
1: Attack deal half damage on Miss
2: Attack targets Reflex instead of AC
2: Hit or Miss also causes major ailment (stunned, immobilized, blinded) until the end of your next turn
2: Additional 1W attack after primary attack

Of course it is up to the DM the allow the attack for balance or sense purposes (Martial attacks dealing fire damage etc).

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