Unbearable Destiny - Myth-Weavers Lethe


Unbearable Destiny


Title
Game Masters


Game Information

Game Description

This game is designed as a standard 4e game with very few rules changes, listed here mostly. It is pbp with a daily post requirement on weekdays, breaks on weekends. If you do not post, you do nothing. No one can post for you, but you. Essentials classes are not allowed. All other classes and races are per book.

The one set of rules changes involves healing and conditions. Resting is the only way to voluntarily spend a surge. Resting gets harder and harder to do. Here is the resting chart:

After 5 minutes doing nothing, not even remaining alert: 1
After an additional 15 minutes: another
After an additional 45 minutes: another
After an additional 135 minutes: another
After an additional 405 minutes (6 hours 45 min): another
After an additional 1215 minutes (20 hours 15 min): another

When a person is healed with skill or magic, the next time they are healed they get -2 points back. This penalty to healing accumulates. This penalty does not reduce healing below the statistic modifier of the healer.

Effects of eating: Base rations or average meal: Gain a surge to spend, drop 2 categories on resting chart, and remove 2 accumulations of healing penalty. This effect can only be gained 3 times per day and each eating must be at least 5 hours apart.

Effects of sleeping: Gain a surge to spend and drop 1 rest category and 1 accumulation of healing penalty per 2 hours spent resting. This effect can only be gained once per day and each sleep must be at least 18 hours apart.

All leader classes perform healing via standard actions, not minors. These heals start out touch only. Healing does not affect your resting chart accumulation. This is an at-will ability.

There are no 1st level at-will healing or THP granting powers. There are no healing or THP granting feats.

If you take half your surge value in damage in a single attack you must make an endurance dc 10+(damage-half your surge value) or you are wounded. Wounds have effects based on where they are and how much damage there was.

01-25 Right Arm -2 with weapon or implement attacks from that hand, and -2 to any affected skill/stat rolls.
26-50 Left Arm -2 with weapon or implement attacks from that hand, and -2 to any affected skill/stat rolls.
If both arms are wounded effects are cumulative for two handed weapons and skills.
A wounded shield arm disallows all shield requirement powers and reflex defense but still provides ac defense.
If any arm is double wounded the effects accumulate.
51-62 Right Leg -2 speed and to any affected skill
63-75 Left Leg -2 speed and to any affected skill
If both legs are wounded the speed effect is cumulative
If a leg is double wounded the effects accumulate.
76-83 Abdomen lose a surge, -2 on damage.
If the abdomen is double wounded the effects accumulate.
84-91 Chest lose a surge, -2 on damage and all skills
If the chest is double wounded the the effects accumulate.
92-00 Head - Dazed(se), -2 on all attacks and skills
If the head is double wounded the character is knocked unconscious.

Critical Hit - A critical hit is ONLY a hit by 8 more than needed. Natural 20 means nothing.

Critical Wound - A wound caused by a critical hit is a critical wound.

Called shot - An attack aiming at a certain area. This imposes a -2 to hit on the attack roll. Including that minus if the attack hits by 4 more than needed, the attack hits the called area.

Fumbles are produced by rolling a 1 as follows:
d3 result after the 1 -
1 - Major fumble, probably hurt yourself or a friend, or your weapon.
2 - Minor fumble, like dropping a weapon. bumping a friend, falling prone.
3 - Fumble negated by luck

All leaders may cure 1 wound per statistic modifier per day as a standard touch action.
Multi-classing into a healer class grants the MC character their statistic modifier OR 2 heals per day, whichever is lowest.

Class feature - Available to warlords bards and clerics with a 13 charisma. Range 5 heal for statistic modifier that same number of times per day.

Class Feature - Lay on hands - paladin Touch of Life druid - touch AND bolster spirit shaman with a 13 wis: range 5 heal for statistic modifier that same number of times per day.

Class Feature - Barbarian - Fighter - Warden - Battlemind - Paladin with a 13 con - Grit - self resist damage reaction triggered by damage of con modifier that same number of times per day.

Class Feature - Rogue - Avenger - Ranger with a 13 dex - Slough - self resist damage reaction triggered by damage of dex modifier that same number of times per day.

Class Feature - Wizard - Artificer - Warlock - Sorcerer - Swordmage - self resist arcane damage reaction triggered by damage of casting statistic modifier that same number of times per day.

If you cannot tell, all of this is designed to reduce healing fairly strongly, while making it more regular at the same time via at-wills.

The effect is that over time good decisions and not taking damage and accumulating wounds will be the key to one type of success. The goal of the entire campaign will be to make it out of a single labyrinth.

All Opportunity actions are now reactions unless stated otherwise.

There are no RBAs. There are only these MBAs ...

A fighter can make any at-will attack their MBA, but only 1. It does what it does and yet only does STR modifier damage. Combat Challenge still applies.

A Paladin's MBA is either a str MBA that does only STR damage (no riders), or a touch attack that does CHA radiant damage and slides the enemy 1 square unless that enemy makes a 20+damage DC Endurance check.

{All slides and such are -1 per size category difference}

A warden's MBA is called impeding terrain and is grasping vines and such or rolling pebbles. It is based on str and on a hit does -2 spd to the enemy, and Con OR Wis damage. It has range 5.

A swordmage MBA has a damage type fire, cold, thunder, lightning, or acid. There is no teleporting ...

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