The Second Fury of Gruumsh
A handful of rules have been altered, added, or deleted to fit the players’ and DMs personal tastes. These changes will be listed here as they come into being.
- Action Point Revamp: Unlimited action points can now be used per encounter, up from 1.
- Action Point Revamp 2: Action Point Boogaloo: To increase the usefulness of action points, they are awarded slightly more frequently. For example, the are still awarded every even battle after an extended rest (2nd, 4th, 6th, etc.). Additionally, the player who deals the finishing blow to a boss-type enemy (solo creatures or the occasional elite) will gain another action point. Finally, there are “temporary action points.” If a battle goes over 10 rounds, every turn a player has a 10% chance per (a roll of a 10 on a d10) to earn an extra action point. They can earn one AND ONLY ONE action point this way per encounter, even if the battle lasts 50 turns. This action point is temporary and lasts until the encounter ends, at which point it vanishes if unused.
- Action Point Revamp 3: Revenge of the Action Point: Action points now have a wider range of effects. Rather than just allow an additional standard action, they can instead be consumed to reroll an attack a la Elven Accuracy (including opportunity attacks and readied actions), refresh your Second Wind ability, regenerate a single encounter power, or, at the cost of 2 action points, refresh a daily power. This gives the player a bit more reason to aim to acquire action points and make battles more dynamic. Additionally, actions that are limited in use per turn, such as Healing Word or Inspiring Word, can have that number increased by one (up to their standard maximum) by using an action point.
- Bluff-Move Rule: In conjuction with the Krahulik Check Rule, using a feign with a bluff check to grant combat advantage will eat up a move action if the user is alone. In other words, a rogue can’t feign to allow for a sneak attack, then retreat. If the rogue, on the other hand, has an ally adjacent to either her or the enemy, she can use the feign as a minor action instead.
- Cover Rule:
Cover will work more like the 3E system. That is to say, there are seveal levels of concealment that each add progressively larger defense bonuses to the concealed. Instead of “partial” and “total” giving +2 and +5 to defenses, respectively, there will instead be 1/4, 1/2, 3/4, 9/10 and full cover, adding 2, 4, 6, and 10 to defenses respectively (full cover makes the target unhittable). Examples of these covers might be behind a fence post for 1/4, behind a low wall for 1/2, in a window for 3/4, through an arrow slit in a tower for 9/10, and in a different room behind a thick wall for full cover. Blast and burst attacks that go around the cover ignore these defensive bonuses.This rule has been removed and reverted back to the original cover system by the players’ requests. It was worth a shot.
- Critical Rule Extension: Because why the hell should strikers get all the fun? The role of criticals (pun intended) is being expanded to include rolls of all types, combat oriented or not. The list is pretty extensive, so I will attempt to be succinct. Balance, Climbing, and Swimming: You find a group of excellent footholds, solid ledges, or swift currents (as appropriate for the skill) and use it to propel yourself onwards; you move at your speed rather than 1/2 speed and your next roll cannot result in falling or sinking. Knowledge Checks: You pull out a particularly useful piece of information that your allies are able to expand upon; the next knowledge check made this round by you or an ally within earshot gains a +2 bonus. Social Skills: You make a particularly insightful observation about the target creature; the target suffers a -2 defense penalty against any other social skill checks you make against it until the end of your next turn, including Bluff, Diplomacy, Intimidate, Insight, and any subcategories of these. Acrobatic Stunt: Your graceful movement is so fluid, you land ready to act; the stunt is considered a free action. Grab Escape: You find an unguarded spot on your opponent, allowing you to force them off of you with a sudden push; you are freed from the grab and push the opponent 1 square. Treat Disease: Not only can you remove the disease, you can inoculate against the disease, just in case; the target gain a +2 resistance against that particular disease for 24 hours. Non-Damaging Attack Rolls: This includes attacks that do not do damage, but put effects on enemies such as ongoing damage, immobilization, unconciousness, elemental vulnerability, etc. Your attack has such power behind it (whether magical or physical) that your foe is simply unable to shake off the effects; -2 to the enemy’s saving throw rolls against that effect. Also, for a critical scored on any ability that causes both damage AND an effect, the player can choose to do max damage or to apply the -2 penalty, but not both. Additionally, A new feat has been added to compliment this, a la Devastating Critical: Bonding Critical, Tier: Paragon, Prerequisite: 11th Level, Description: Any critical applied to an effect that a save can end causes an additional -2 feat bonus penalty to the target’s saving throw against that effect.
- Dead Terrain Rule: Dead bodies are considered difficult terrain. This rule is only in effect if the body is the creature’s size or one size smaller and takes up the same number of spaces as the creature (i.e. a 2×2 dead body for a 2×2 creature) or is one longer in any one dimension (a 3×1 body is difficult terrain for a 2×2 creature, as is a 4×2 body for a 3×3 creature.) Additionally, a body that is of a larger size than the creature may require a athletics check to properly surpass with DC 15 + 5 per size larger the body is than the creature is.
- Difficult Terrain Revamp: When struck while standing on difficult terrain, a player must make either an acrobatics or endurance check (their choice) equal to that of the damage taken or greater to remain standing or fall prone. Which kind of attack may cause a player to fall prone is up the the DM (for example, a hammer blow might, but a psionic attack on the mind might not). Furthermore, using attacks or abilities that cause enemies to shift against their will may also cause them to fall prone if they fail against a DC equal to the damage roll (or DC 10 if the ability does no damage). This, again, is up to the DM whether or not the terrain is the kind that requires this check (that is, ice is clearly likely to make an opponant fall, while a pool of thick sludge might not).
- Diagonal Movement Rule: To make diagonal movement and range calculations more accurate, the first diagonal space counts as 1 square, but the second diagonal space costs 2, and it alternates thusly. For example, an attack with 10 range can move 6 spaces diagonally, then one space non-diagonally, counting them as 1, 3, 4, 6, 7, 9, 10. A character with 6 movement can move four space diagonally, counting them as 1, 3, 4, 6. The range is more like a circle with this method.
- Hunter’s Quarry Revamp:
Hunter’s Quarry no longer must be used on the closest target, but rather can effect any target of the Ranger’s choice within 20 spaces. This is due in part to the limitation this placed on the Archer Ranger and the inability to focus damage on weak, isolated, or protected targets.Ooooookay, this one was shot down before it could even be implemented. The players gave excellent points as to why this would be a terrible idea and I would be inclined to agree with their logic. From now on, I’m running these changes by you guys, I promise. Edit: Trying this out (after discussion with the group): You must mark the closest foe, but if there are multiple foes within a blast 5 radius of the Ranger, he can mark whichever one he chooses.
- Immediate Reaction and Opportunity Attack Interaction: I honestly don’t see this coming up often, but it came up once, so it is being stated her explicitly. Should an enemy take an action that can be immediately interrupted (by, say, the Ranger’s ability Disruptive Strike), and the one using that interrupt ability (i.e. the Ranger) is within range of his target’s threatening range and thus able to receive opportunity attacks after using ranged attacks (such as Disruptive Strike with his bow), the Ranger does NOT provoke an opportunity attack. The reasoning for this is, quite simply, that the enemy is already in the midst of attacking another foe and cannot divert his attention to the other target without losing his chance to attack his initial foe.
- Krahulik Check Rule: We were actually using this BEFORE we heard Michael Krahulik of Penny Arcade was using it, but the name kind of stuck anyway. The gist is, during battle, checks are minor actions instead of standard actions, though for more complex tasks it is up to the DM’s discretion to decide whether a check can be made as a minor. This makes things more interesting, since it allows party members the ability to feign, intimidate, and other actions that they otherwise couldn’t or wouldn’t do if it took a full action.
- Magical Thrown Weapons Revamp: Magical thrown weapons no longer return to the owner after being thrown, unless otherwise noted. Weapons that were thrown can be picked up after battle from the fallen. Weapons lodged in enemies that are killed by being banished, tossed down chasms, dropped into acid pits, or otherwise have their bodies lost/destroyed take the weapon with them. In exchange, weapons bought specifically for throwing purposes can be purchased at 1/3 cost, but are not crafted for melee use, allowing the player to get three for the price of one, but being unable to use them as melee weaponry. Likewise, weapons that are found and meant for throwing are usually found in bundles. Regular weapons can still be thrown with no penalty.
- Non-Critical Criticals Rule: If an non-critical attack lands and the attack roll is maxed out (i.e., rolling two 8’s on a 2d8 attack), then the attack will be considered for all intents and purposes a critical hit. This includes any secondary effects that occur from criticals, whether from the weapon, feats, and abilities, as well as having the damage increased to any new damage cap that may exist (i.e., vicious weapon increasing attack damage from 2d8 to 2d10 during criticals, causing 20 damage to be done instead of 16). This rule only applies if the attack has at least 2 damage dice of d6 or higher, or 3 damage dice of d4. Back to Main Page