4e Dmg
DeathbyDoughnut
a.k.a. Mr. Meat Popcicle
I was jumping around the forums and have noticed so so much interest in 4e, my favorite game.
I got to thinking, about the 'lots of players' problem many DM's face and naturally my brain brought up the West Marches style game.
Would a D&D 4e West Marches style game be batshit to run? I'm brainstorming a full sandbox, Adventurer Guild, corkboard style Quests. XP ran straight, with some player mechanics attached to the quests, example:
Goblins in the Mines
Difficulty: minimum level 1 to maximum level 3, for 3 to 6 adventurers
Reward: Party level 1 treasure parcel, and 400 xp, plus XP gained from defeating the goblins.
Details: Goblins have overrun the Ironsource Mines. See Captain Adelaide Monte in Iron run village to accept the job.
Parameters: Expel or exterminate all goblins from the Ironsource Mines.
DM: DeathbyDoughnut
Sometimes specific items like magical stuff could be specific quest rewards.
From there run a hexcrawl or similar over world map structure, with an encounter deck like the 4e DMG suggests on page 195 for random encounters. Something like check for encounters once per hex.
By West Marches I mean make a roll20 game and a Discord channel. In the roll20 the DM(s) can post maps and Quests to the Adventurer's Guild corkboard, then the players get together to form the group including scheduling. They play the session or groups of sessions then reward and profit. With nearly any number of players each with their own unique character, and as DM's create quests they post it to the corkboard, and it's up to the players to check the corkboard, assemble a party, and the group gets together to play the DM's adventure. I'd even say the single session ideas normally associated with West Marches need not necessarily apply. APC could mark themselves as 'on a quest' if a quest needs to be multiple sessions.
Multiple DMs could be part of this project, too. Probably no more than four though just for organizational purposes. Each with their own regions. Like come up with the central conceit of a big city. Then each DM takes a quadrant from there and makes it their own region of the world to put quests in. With permission one DM may make quests in another DM's region. And DM's could also be player characters in other DM's regions.
This project would inherently be far less story oriented as the 'story' would be the quests the DM(s) prepare, and it would be up to each player to participate in the quests they desired accordingly. But I could see strings of quests be brought together to make a larger narrative, though there would be no guarantee that every quest in a narrative string would be participated by the same players.
If multiple DM's the Adventurer's Guild focus would nees to be somewhat handwaved, as in an organization that is roughly story immune since it's the representation of the player base as a whole.
Obviously a project like this would be a massive undertaking as its basically building a 4e player community from scratch. I think it would be really cool though, just an open hexcrawl/Adventurer's Guild style game. Some measure of trust and contract would also need to be established for the game. Reinforcement that it's about the journey, there's no winning or losing.
Thoughts?
- The most astonishing thing about the 4E DMG to me, something that hadn’t been touched in the previews, is the advice for including Puzzles in an adventure. This detailed advice is something that hasn’t existed in a previous DMG (not counting the DMG2 of 3.5e, which informs a lot of the 4E DMG). I’m very, very glad to see it here.
- 4E DMG2 PDF - DRAMATIC TURNS Tension also rises or falls when a protagonist pursues emotional goals through interaction with other characters.
Covert 4e monsters to 5e: - Bonuses to hit are cut straight in half across the board round up. (This puts Demogorgon from a +39 to hit to a +19 to hit which is in line with 5E Orcus). And say a Barghest (level 4 Brute +7 vs. AC to +4 to hit vs. AC) - -3 ACs for Heroic Tier, - 5 for Paragon, -7 for Epic.
See the Effects topic for basic effects information.
- 4Effect Label Features
Using Effect Features in Your Game
Effects in the 4E ruleset can be very complex, once you decide to take advantage of all of the functionality available. Many features provided in this section can be handled manually by calculations done by the players and GM, just like sitting around the gaming table. It is recommended that you slowly add effect capabilities to your game until the comfort level of you and your players has been reached.
While effects can be entered manually, the effects system was also designed to pull the effect information directly from the power description text by parsing the words. Just enter the text in the exact same format as the core rulebooks, or drop the powers from your own data modules.
The effect system was built to handle 90% of the situations. 4E can be a very complex game, as it is built using exception-based game design principles. With all the exceptions that are defined by powers, and the primary focus of the effects support was for the core rulebooks (PHB, DMG, MM); there will be some powers and effects that will not be able to be represented in the current version of the ruleset.
For example, effects that expire on the target's initiative will need to be adjusted manually, since applied effects always use the effect originator's initiative.
Campaign Effects
In addition to the basic label and visibility fields, the 4E ruleset adds a few more capabilities. The effect label can contain one or more modifiers or conditions that adjust rolls made by that CT actor. Additionally, an effect expenditure toggle button and duration fields
- Expenditure: By default, an effect is applied to all future rolls until the duration expires. The expenditure button can be toggled to Action, Roll or Singles as well. If set to Action, the effect will be applied to the next relevant action (set of rolls)(i.e. area of effect attack rolls as a set). If set to Roll, the effect will be applied to the next relevant single roll. If set to Singles, each component of the effect will be applied once when relevant, then removed. (See below for effect label components.)
- Duration: By default, an effect never expires. The duration field can be toggled to Save, Encounter, End of Next Turn, Start of Next Turn, and End of This Turn. These durations correspond to the durations used in the 4E game system. An additional duration field will appear when the main duration field set to Save (as a save modifier).
Combat Tracker
When an effect is applied to an actor in the combat tracker, in addition to the fields added in Campaign Effects, a few additional fields have been added.
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- Active State: By default, an effect is set to always be active (i.e. On). The active state can be toggled to Skip or Off. If set to Skip, the next application of the effect will be skipped, and then the effect will be set to On again. If set to Off, the effect will no longer be applied to rolls, but will remain in the CT.
- Duration: When the main duration field is set to Start/End Turn values, an additional field will be shown to track the initiative number when the duration should start/end.
- Applied By: The active actor will be used as the source actor of an effect, and shown in the lower right of the effect entry. If no actor is active, then this field is hidden. To set the source actor of an effect, drag the name field of a CT actor onto the label field of a CT effect entry. The source is usually just informational, but may occasionally be used to support advanced effects (such as Marked). Click on the Applied By field to clear the source actor.
- Targets: By default, effects are applied to relevant rolls for all targets. However, some effect components can be targeted (such as attack and damage modifiers). A targeting button is shown next to each effect entry, and can be dragged onto a CT entry or CT-linked token to specify that the effect is targeted to a specific actor or set of actors. Additional options to target all allies or enemies are available by right-clicking on the targeting button. The Targets field is hidden unless targets are defined. Click on the Targets field to clear the targets.
Effect Label Features
In the 4E ruleset, conditions and modifiers can be embedded into the effect label in order to modify rolls made by the actor.
Each description, condition or modifier needs needs to be separated by a semi-colon within the effect label, and these are called effect components. Effect components that do not start with a modifier tag or a condition tag are treated as descriptive text only.
Conditions
- Not case-sensitive.
- Do not stack.
Condition | Modifiers Applied | Notes |
---|---|---|
Actions | ||
Balancing | GRANTCA | |
Climbing | GRANTCA | |
Running | GRANTCA; ATK:-5 | |
Squeezing | GRANTCA; ATK:-5 | |
Combat Advantage | ||
CA (Applied to attacker) | ATK:2 | (T) |
GRANTCA | DEF:-2 | (T) |
Uncanny Dodge | (T), Negates CA/GRANTCA | |
Status | ||
Blinded | GRANTCA; SKILL:-10 Perception | |
Dazed | GRANTCA | |
Deafened | SKILL:-10 Perception | |
Dominated | GRANTCA | |
Grabbed | ||
Helpless | GRANTCA | |
Immobilized | ||
Insubstantial | Half damage from all sources | |
Invisible | CA; TCONC | (T) |
Marked | ATK:-2 | Only when source actor not included in attack. |
Petrified | RESIST:20 | |
Phasing | ||
Prone | GRANTCA; DEF:2 ranged; ATK:-2 | GRANTCA is only applied for melee attacks |
Restrained | GRANTCA; ATK:-2 | |
Sanctioned | ||
Slowed | ||
Stunned | GRANTCA | |
Surprised | GRANTCA | |
Swallowed | ||
Unconscious | GRANTCA; DEF:-5 | Prone effect should be applied separately |
Weakened | (T), All damage rolls are halved. |
3.5 Dmg Pdf
(T) = Effects can be targeted to only apply to conditions against certain opponents
Modifiers
- Format: [tag]: [dice/number] [descriptors]
- Case-sensitive
- If colon missing, assume no dice, numerical modifier or descriptors.
- Modifiers stack as long as their bonus type is blank or unique. If two modifiers have the same bonus type, only the larger value will be used.
- When applying effects from PC sheet powers, bracketed ability tags ([STR],[DEX],..) can be added to the modifier dice and numerical portion to adjust by current PC attribute modifiers. The ability tags can be set to negative ([-INT]), half ([HWIS]) or double ([2CHA]).
Modifier | Value | Descriptors | Notes |
---|---|---|---|
ABIL | (D) | [bonus], [ability] | Ability checks |
ATK | (D) | [bonus], [range], opportunity | (T), Attack rolls |
CONC | (-) | [range]* | (T), Concealment (ATK: -2 vs. ranged/melee only) |
TCONC | (-) | [range]* | (T), Concealment (Total) (ATK: -5 vs. ranged/melee only) |
COVER | (-) | [range]* | (T), Cover (ATK: -2) |
SCOVER | (-) | [range]* | (T), Cover (Superior) (ATK: -5) |
DEF | (N) | [bonus], [range], opportunity | (T), Defenses (all) |
AC | (N) | [bonus], [range], opportunity | (T), Defense (AC) |
FORT | (N) | [bonus], [range], opportunity | (T), Defense (Fortitude) |
REF | (N) | [bonus], [range], opportunity | (T), Defense (Reflex) |
WILL | (N) | [bonus], [range], opportunity | (T), Defense (Will) |
DMG | (D) | [bonus], [range], [energy]*, critical | (T), Damage rolls |
DMGW | (N) | [bonus], [range], critical | (T), Damage roll weapon multiples |
DMGO | (D) | [energy]* | Damage (Ongoing) |
HEAL | (D) | - | Healing rolls |
IMMUNE | (-) | [energy], all | (T), Immune to damage type. Assumes all if no [energy] descriptor. |
INIT | (D) | [bonus] | Initiative checks |
RAGE | (-) | [rage name] | Rage tracking. Informational only. |
REGEN | (D) | - | Regeneration |
RESIST | (N) | [energy], all | (T), Resistance to damage type. Assumes all if no [energy] descriptor. |
SAVE | (D) | [bonus] | Saving throws |
SKILL | (D) | [ability], [skill] | Skill checks |
SPEED | (N) | [bonus] | Speed. Informational only. |
SWARM | (N) | - | Swarm creature type. Half damage from melee/ranged. Bonus damage from close/area. |
VULN | (N) | [energy], all | (T), Vulnerability to damage type. Assumes all if no [energy] descriptor. |
(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents
[bonus] = racial, power, feat, shield, item, proficiency, enhancement
[range] = melee, ranged, area, close
[energy] = acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder
[ability] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill] = any skill name
* = Multiple entries of this descriptor type allowed.
Special Components
- Examples: FAIL, AURA, ..
- Unique format for each tag
- Case-sensitive
Special Tag | Notes |
---|---|
IF: [condition OR conditional operator] | Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition. |
IFT: [condition OR conditional operator] | Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition. |
AFTER: [expiration] | Components after this tag are ignored. Components including and before this tag are removed when the effect expires, instead of removing the effect entirely. The expiration of the revised effect is set to the value of the expiration value, if any. |
FAIL: [expiration] | Components after this tag are ignored. Components including and before this tag are removed when a saving throw against this effect fails. The expiration of the revised effect is set to the value of the expiration value, if any. Since the Failed Save clause only triggers for saving throws made at the end of a turn, this clause will only trigger on saving throws made using the auto-save option. |
AURA | Denotes that the source power is an aura. If no expiration defined for effect, it will be set to 'start' of current initiative when applied. |
ZONE | Denotes that the source power has the zone keyword. If no expiration defined for effect, it will be set to 'start' of current initiative when applied. |
TRGT | When applied, denotes an effect that appears to be targeted to specific entities. In the combat track quick effect view, it is used to identify effect targets. |
4e Dmg Pdf
[expiration] = start, end, endnext, save, encounter
Conditional Operators
- Not case-sensitive
Operator | Notes |
---|---|
ALIGN ([alignment]) | If the creature indicated by the conditional effect has the given alignment, then this operator returns true. Neutral is assumed for creatures where not specified. True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically. |
SIZE ([size]) SIZE ([>= OR <= OR > OR < OR =][size]) | If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true. Medium size is assumed for creatures where not specified. |
TYPE ([creature type]*) | If the creature indicated by the conditional effect has the given creature type, then this operator returns true. The humanoid creature type is assumed for creatures where not specified, and for PCs. |
Wounded | If the conditional effect target has any wounds, then this operator returns true. |
Bloodied | If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true. |
[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = T, S, M, L, H, G, tiny, small, medium, large, huge, gargantuan
[creature type] = aberrant, elemental, fey, immortal, natural, shadow, animate, beast, humanoid, magical beast, air, angel, aquatic, cold, construct, demon, devil, dragon, earth, fire, giant, homunculus, living construct, mount, ooze, plant, reptile, shapechanger, spider, swarm, undead, water
* = Multiple entries of this descriptor type allowed.
PC Specific Notes
When applying effects from the Actions tab of the PC sheet, special tags can be inserted to provide numerical bonuses based on the PC's current attributes.
PC tag | Notes |
---|---|
STR | PC Strength bonus |
DEX | PC Dexterity bonus |
CON | PC Constitution bonus |
INT | PC Intelligence bonus |
WIS | PC Wisdom bonus |
CHA | PC Charisma bonus |
H[other tag] | Half of the other tag bonus |
2[other tag] | Double the other tag bonus |
-[other tag] | Negative the other tag bonus (including half and double) |
Examples
D&d 4e Dmg Pdf
Good
- ATK: 2 power
- SAVE: 1
- DMGO: 2d6
- DMG: 1d6 cold
- RESIST: 5 fire; RESIST: 5 cold
D&d 4e Dmg 2 Pdf
Bad
- RESIST: 5 fire,cold
D&d 4e Dmg Pdf
Download winrar free full version. PC Sheet
4e Dmg
- RESIST: 2 [WIS]
- ATK: [-DEX]
- DMG: 2d6+1 [CON]
More
Power Text | Effect Label | Other Effect Fields |
---|---|---|
+1 to next d20 roll this turn | ATK:1, DMG:1, SKILL:1, ABIL:1, SAVE:1 | (Expires End This Turn)(Expend on Roll) |
+2 to your next attack and damage roll before the end of your next turn | ATK:2, DMG:2 | (Expires End Next Turn)(Expend on Single Usage) |