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Graham Poole
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Of all the things I miss about 4e, the one that my group misses the most is the ability to force someone (through forced movement and terrain effects) into a bad situation. We've been trying to add more interesting terrain to our fights, but most people don't have a way to utilize it by default.

As such, this is our draft of a (basic and vague) forced movement system. Inspired by attacks like Thief's Strike (where you can take a penalty to add an effect), a particular encounter in the Book of Demons, and other things.

Shove
- Any player or monster can declare that they wish to shove an opponent before making an attack.
- The attack must make sense to be able to shove. Most melee? Yes. Most ranged? Probably not. Something that deals thunder damage like Soundburst? Probably. Shocking Grasp? Definitely. Decide for yourself whether it makes sense.
- The subsequent attack deals half damage, and the target is moved to a nearby position of the attacker's choice. This does not provoke Opportunity Attacks from the attacker's allies. The target can make a normal save (11+) to resist this movement, with the following modifiers:

* The target is GRABBED by the attacker: -4
* The target is GRABBING the attacker: +4
* The attack includes a POP FREE effect: -4 (and they pop free regardless)
* The target is STUCK: +4
* The destination is not immediately adjacent to the target's location: +4
* Also add the default bonus of any footwear you're wearing. (+1 to +3)
* Some monsters might get a situational bonus or penalty or not be able to be moved (GM Rule)

So it's pretty easy to shove someone 5 feet with Evasive Strike. It's pretty hard to shove a monster who's grabbing you into the spikes across the room.

Looking for ideas regarding keeping magic oils (and runes) useful when you already have a magic weapon or armour.

I almost never see magic oils get used (runes at least have the random benefit, but still). Once you have an appropriate-tier magic weapon or implement, they just sit there, meaning that for about half of each tier (on average) they have no use.

I'm looking at devising a ruling that will allow them to still be useful after you get that magic item.

My thoughts so far:

- The attack bonus doesn't stack with existing magic weapon/implement, but the damage bonus does. So if you use an adventurer-tier oil on a +1 weapon, you get a total +2 damage. If you use it on a champion-tier weapon, you get 2+1 = +3 damage total. To keep things consistent, this would also apply in reverse, so if you have a +2 weapon and use a +3 oil, you now have +3 attack, but +5 damage. It's minor, but nice.

- Armour is much trickier. Not sure how to handle this one.

Any other ideas for weapons? Armour?

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Illusion magic - need feat ideas!

Hey all,

So to enable me to play an illusionist-type character, I grabbed a few things from other sources. Specifically, the Illusionist talent from Martin K. (From http://13thage.org/index.php/abilities/536-wizard-talents-13-ways-of-wizardry) and a reflavoured at will spell from Deep Magic (Pain Wave, now Spectral Blades, attacks MD, deals psychic damage).

Problem is, the talent doesn't have feats, and the ones for Pain Wave are either very enchantment-based, or just not interesting to me.

So I'm looking for alternative ideas for feats. Let's see what we can come up with!

Cantrip Mastery and its creative uses.

So I'm playing a wizard with cantrip mastery, and having fun using my quick actions for minor effects. Throwing glassware around, cleaning off hindering goo, etc.

I was wondering if anybody else had seen this talent put to good use? How?

Hey all, just wondering if anybody has done up any illusion magic for the Wizard (or others).

I've got most of what I need through Cantrip Mastery and rituals, but was wondering if there were any actual illusion resources I had missed.

Free or for money are both good. Thanks!

Alright, looking for opinions.

The Wizard's "Vance's Polysyllabic Verbalizations"

Would you allow it to be applied on a Cyclic spell? (Only when used up for the battle, not on an at-will turn.) It's per-battle, but not recharge technically?

How about Utility Spell? It is a daily spell.

And what about a spell slot expended to use Cantrip Mastery? While not spelled out, the fact you expend a slot makes it "daily" in essence, though I'm not 100% sure if this would give you much, since CM is already freeform.

Thanks.

Help me 4e-ify my 13th Age game!

A bit of background:

When 4e came out, I fell in love. I had started gaming with 3.0 (and then 3.5), but had gotten tired of certain things about the game, and 4e was a breath of fresh air. Fighters could keep up with wizards, save-or-die was gone, healing surges gave everyone a modicum of self-healing, defenses instead of saves actually standardized the entire core mechanic!

Unfortunately, after a few years, the weight of 4e began to drag on me as well. Combat length made it hard to feel like progress was being made, classes within a given role felt too same-y. It was time to explore other options.

And I found 13th Age. I loved it. Still do. It kept most of what I loved from 4e, and added some of its own excellent twists. I love the Background system, the escalation die, the ways it kept the combat balance I wanted without making classes feel too similar. Pretty much everything.

But lately, I've found myself missing a lot about 4e.



I miss Paragon Paths - splitting off from your core class a bit to differentiate yourself from others.

I miss multiclass feats - the ability to add a bit of flavour and versatility with only minor investment.

I miss tactical fights - marking, flanking, cover, fights where positioning, terrain, and strategy matter.

I miss forced movement - pushing, pulling, jockeying for position. Part of tactical fights, but not completely.

I miss 4e monsters - this one's mostly on me, but I feel 13th Age monsters default to being a bit simpler than 4e ones, and I just need to remember to give my 13th Age monsters additional interesting abilities. Weirdly, I'm torn about whether I miss rolling dice for monster damage, which means I'm probably good without it.

I miss PCs being able to set up combos - part of tactical fights, but meaning those situations where multiple party members contribute to one amazing outcome. Example: Fighter marks the baddie, while the Rogue gets into backstab position. The Warlord issues a challenge, allowing the monster to attack him, while simultaneously allowing the Rogue to backstab, and also triggering the Fighter's mark ability.



Some of these wouldn't be easy to reintroduce. True combo-creation would require a complete overhaul of the classes, for example.

Others, I really want to do something for. This thread will be for brainstorming and compiling solutions to them. All help is welcome!

In my Dark Sun campaign, I've introduced/converted an item called the Rod of the Dead Mind. It's a bone rod that serves to enhance both psionic and necromantic power. So it you're a psionicist, it will draw upon your psionics to give you necromantic power, and vice versa.

The basic premise is that there are a number of these rods, and they can enhance each other if many are gathered together, thus making necromantic cults very dangerous in groups. (My players have decided this means that each rod is a different bone, and once you have enough you're literally waving around a full human skeleton. So be it. :-) )

Well, I need a hand.

I'm customizing the additional benefit of the rods when used as implements to the individual characters. The caster characters I have in the group are as follows:

- Wilder (psionic-flavoured Chaos Mage) with Stench of Necromancy
- Sorcerer (very much a defiler)
- Shifter Adept Druid/Necromancer multiclass

The Wilder has a rod already. The added bonus she got was that she can now roll twice and choose when determining her Stench of Necromancy spell.

The other two, I need to design benefits for. What sort of psionic benefit should this implement grant our defiling sorcerer? How about the Shifter Druid/Necro?

Using this rod will make the Druid's combat beast forms take on a rotting, decrepit quality. But this is mostly flavour, and might be part of the quirk, rather than the actual ability.

One more question for my dark sun game: how would you handle defiling as a mechanic? Would you leave it as flavour? Cause damage on a critical miss? Have people in the area take penalties?

I'm tossing a few ideas around, including impacting recoveries when in a recently defiled area, or after an odd defiling attack roll, or something, but I'm putting it out to the crowd as well.

Well, this should be interesting.

Starting up our 13th Age Dark Sun campaign tonight, we have the the following in the party:

A Druid/Necromancer who gained his defiling magic through a dark ritual that he was forced into, and can't fully control it, especially the skeleton that follows him around.

A Wilder (Chaos Mage) with Stench of Necromancy, who manifests wild defiling magic in tiny bursts, due to holes the The Black being torn open through her psionics. She doesn't particularly like it, and wants it to stop.

And a Sorcerer defiler who relishes in his defiling, and was kicked out of the Veiled Alliance for it.

So... as Mitchell and Webb would say...

"Are we the baddies?"
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