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00:53, 26th April 2024 (GMT+0)

Streamlining SoW.

Posted by MittensFor group 0
Mittens
GM, 50 posts
Adventure Magnet
Tue 29 Mar 2022
at 08:08
  • msg #1

Streamlining SoW

So for streamlining, I wunna take each character and convert as many "until next turn" buffs / debuffs into ALWAYS on stuff.  So that we don't have to wonder "is X, Y, AND Z on?  Or was Y over last round?"  And also get rid of "if this event, then this" junk that's easy to forget / slow things down.

Let's start with Mittens.  Most of her junk is "do the thing.  the end."

At Wills:
Freezing burst.  do damage, slide target 1.
Beguiling strands.  do damage, push 3.

Encounter:
Burning hands.  do damage.  1/2 on a miss.

But then we get to where we can start streamlining things.

Daily:
Freezing Cloud.  do 2d8+mod damage, 1/2 on a miss.  Then create a zone that lasts 1 turn (sustain minor) creatures that start in zone or enter it take 5 damage.  damage can only happen 1/ turn.

Problem.  First I have to draw on the battlefield where the zone is.  This takes time and slows combat.  Then i have to remember to spend a minor every turn.  This takes mental focus and slows combat.  Also i have to reference this EVERY SINGLE MONSTER TURN.  So effectively, this daily slooows things dooown a LOT.  A very simple fix is to simply make more damage happen up front, then the spell is done.  I'd say, on average, monsters will take the 5 extra damage 1.5 times in a fight.  So here's how I would edit this power to be FAR less time intensive:

Effect:  All enemy targets automatically take 7 damage.  NOW roll your attacks for the normal 2d8+mod damage, 1/2 on a miss.

This would mean the power resolves in 1 turn.  No bookkeeping after that.

Tim / Nick approve and add:  "Shift targets to squares adjacent to the zone, or as near to that as possible."
This message was last edited by the GM at 22:00, Tue 29 Mar 2022.
Mittens
GM, 51 posts
Adventure Magnet
Tue 29 Mar 2022
at 23:07
  • msg #2

Streamlining SoW

MC shaman comes with a spirit power that discourages enemies from moving away from your spirit companion.  You get to do this 1/encounter instead of at-will like a real shaman.  The issue is that they key off WIS and require attack rolls yadda yadda.  So for Mits (And Timothius) I was thinking of re-tooling Spirit's Prey.  Ordinarily when it triggers, an ally can make a basic ranged attack against the enemy with Combat Advantage.  What I'd like it to do is make the spirit use Magic Missile on the enemy.  No die roll needed.  Just do 7 damage.  The end.  Unless objections, this is how I'll tool it for Mits.
Timothius
GM, 8 posts
Tue 29 Mar 2022
at 23:17
  • msg #3

Streamlining SoW

MAY:

At-Wills:
Threatening Rush: 1W+mod dmg and mark each enemy adjacent to you. When charging, you can use this in place of a melee basic attack.
(No fix proposed unless we want to change how marks work)

Weapon Master's Strike: You may sheathe AND draw a weapon before attack. 1W+mod dmg plus one effect based on weapon wielded:
 Axe: +con extra damage
(No fix needed)
 Mace: Slide target 1 square.
(No fix needed)
 Heavy Blade: +1 AC against target's attacks until end of next turn.
(Proposed fix: While May wields a Heavy Blade, she has +1 AC)
 Spear or Polearm: Until end of next turn, target provokes AoO when they shift.
(Proposed fix: May can use reach with AoO!)
(Spear/Polearm is already houseruled into May due to Fighter class features being confusing/situational enough we just combined 'em all.)

Encounters:
Funneling Flurry: Two targets, main and off-hand weapon, 1W+mod dmg per target and slide target 1 square.
(No fix needed)

Guardian's Counter: Interrupt. Ally within 2 squares is hit and May isn't included in the attack. May and ally swap places, May becomes target instead. After triggering attack is resolved, May can make a melee basic attack against the attacker.
(Proposed fix: Is a free action instead of Interrupt and must be used on May's turn)

Dailies:
Villain's Menace: 2W+Mod dmg. Until end of encounter, May gains +2 attacks and +4 dmg against target. (Miss: No damage. May gains +1 attacks and +2 dmg against target until end of encounter)
(No fix needed. Read following paragraph)

Chris and I already discussed, if something lasts all encounter long without needing resources like a minor action, then they can stay as-is. ESPECIALLY if it is a personal buff.


RAICHEL:
At-Wills:
Five Storms: Attack all enemies adjacent. 1d8+mod dmg.
 Move Technique: Shift 2 squares.
(No fix needed)

Steel Wind: Close Blast 2. 1d8+mod dmg.
 Move: Technique: Rai is no longer marked. Can move speed +2.
(No fix needed)

Encounters:
Rising Storm: 2d8+mod thunder and enemies adjacent to target take CON mod thunder dmg.
 Move: Technique: Fly equal to your speed. Must land at end of move or fall.
(No fix needed)

Vezzuvu's Eruption: Burst 1 in 10. 1d6+mod thunder and target falls prone.
 Effect: Burst creates a zone until end of Rai's next turn. Enemies who end in zone take 5 fire dmg.
(Proposed fix: The effect is Rai can choose to either do 5 fire dmg OR push enemies outside of the blast)

Dailies:
Masterful Spiral: 3d8+mod dmg. Until end of encounter, Reach increases by 1.
(No fix needed)

TIMOTHIUS:
At-Wills:
Astral Seal: Attack+2 v Ref (so is more accurate attack). Target takes -2 defenses until end of Tim's next turn. Next ally to hit the target regains 2+(CHA) hp.
(Proposed fix so far: No attack. No debuff. Tim chooses an ally to heal for 2+(CHA). Since it doesn't expend surges, I still find it fair it is standard. Thanks to keywords, I can also buff this power a lot (and did my first run through SoW). This also means Tim will now and forevermore be able to heal NPCs who don't have surges.)

Sacred Flame: 1d6+mod Radiant and ally can make a save throw or gain (CHA)+half level thp.
(No fix needed)

Encounters:
Prophetic Guidance: Target grants combat advantage. Allies gain +(WIS) dmg against target. Next miss against target can reroll.
(Proposed fix: (WISxParty members) dmg)

Shining Symbol: Close Blast 3, 1d8+mod Radiant and targets take -2 to attacks until end of Tim's next turn.
(Proposed fix: Unsure. Debuffing enemies is very much pacifist healer. Perhaps the team all get +2 defenses so the GM doesn't need to keep track of debuff? Instead of debuff, Timo grants 5THP to number of allies = number of enemies hit.)

Dailies:
Moment of Glory: Close Blast 5. Push enemy targets 3 squares and knock prone. Allies in blast gain resist 5 all until end of encounter. Minor: Effect persists
(Proposed fix: until end of encounter, Tim can spend a minor to grant everyone 5 thp Chris says just ignore needing to use Minor action. The resist remains regardless of minor action.)
This message was last edited by the GM at 00:08, Wed 30 Mar 2022.
Mino
Wed 30 Mar 2022
at 00:12
  • msg #4

Streamlining SoW

Swarming Locusts Druid Attack 1
Hit: 1d8 + Wisdom modifier damage.
Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.
( Need to fix.  Until end of next turn, while within zone... too much bookkeeping.  And the zone token was getting in the way of clicking monsters under it.  Change to: Targets hit grant CA regardless of where they stand.  I'll rely on the player to put an obvious debuff marker on the enemy then remove said marker when their next turn comes up.)


Word of Binding Runepriest Attack 1
Attack: Strength vs. AC
Hit: Strength modifier damage, and the target is immobilized until the end of your next turn or until you aren't adjacent to it.
  Rune of Destruction: Before the end of your next turn, the next attack against the target from one of your allies deals extra damage to the target equal to your Wisdom modifier.
  Rune of Protection: One ally adjacent to either you or the target gains a power bonus to AC equal to your Wisdom modifier until the end of your next turn.
( Does he ever use this??  If not let's just skip trying to fix this extremely complicated power.  If he's gunna ever use it...  ew.  Needs major overhaul.)


Bear Shape Secondary Power
Attack: Highest ability modifier + 3 vs. AC
Hit: 1d8 + highest ability modifier damage, and you mark the target until the start of your next turn.
Special: You can use this power in place of a melee basic attack.
( A thing of beauty.  You are now off-tank!  <3 )


Dark Reaping Revenant Racial Utility
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
(I've no objection to this since all the bookkeeping is on the player.  XD )


Rune of Mending Runepriest Feature
Effect: The target can spend a healing surge.

  Rune of Destruction: You and each ally in the burst gain a +2 power bonus to damage rolls (+4 power bonus at 11th level and +6 power bonus at 21st level) until the end of your next turn.

  Rune of Protection: You and each ally in the burst gain a +1 bonus to all defenses until the end of your next turn.

(Yeah this one is also too much bookkeeping.  The buffs are kinda weaksauce IMO.  So maybe just grant target 1 THP to everyone in burst for the rune of protection, and trigger / gain immediate use of Dark Reaping in place of the rune of destruction.)

Scattered Form Druid Attack 1
Hit: 2d6 + Wisdom modifier damage. You take half damage from the next melee or ranged attack that damages you before the end of your next turn.
Primal Swarm: You take half damage from all melee attacks and ranged attacks until the end of your next turn.
(Let's change this to "On your next turn, you regain HP = to 1/2 the damage you took in the last round."  Default is very tedious.  1/2 damage from next very specific kind of attack that might maybe hit you in a very small window of time.)


Bear Up Werebear Utility 2
Minor Action      Personal
Requirement: You must have started this turn bloodied.
Effect: Until the end of the encounter, when you hit with bear shape's secondary power, you can grab the target until the end of your next turn. In addition, while you are bloodied and in beast form, you have regeneration 2.
(I've no objection to this since all the bookkeeping is on the player.  XD )


Rune of the Undeniable Dawn Runepriest Attack 1
Daily   ✦     Divine, Radiant, Weapon, Zone
Standard Action      Close burst 3
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone.
Sustain Minor: The zone persists.

(Replace the "sustain minor" with "lasts entire encounter" and delete "while within the zone" condition.)
This message was last edited by the GM at 01:08, Wed 30 Mar 2022.
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