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After a lot of careful thought, I've decided we'll stick to Crit hits the way they are presented in 4E PHB

Mike's Healing Trick: Charcters who make a heal check against a DM set, situational DC can get a relative feel for how damaged a particular opponent is. I'll usually tell you if something is bloodied, though. Also, the heal check does not work on undead, non-corpreal, angelic/demonic or gelationous enemies. One successfull Heal check will get you either all the healths of your teamates in you character's visual field or only 1 enemy's value, choose before you roll. The value system will be Red, Yellow, Orange, Red, with each color corresponding to 100%-75% health and so on in increments of 25%.

Fumbles: Don't worry, I don't believe in critical fumbles, or the possibility of hurting yourself or your companions with a bad roll. However, there is a penalty to be paid for rolling a natural 1. If you have a power that allows you to do some damage, even with a miss, that is negated by a natural roll of 1.  If the power grants some beneficial effect to you or your companions even with a miss, however, you still get that.

Talk is cheap: The favorite house rule of all monologuing villans. You can say pretty much as much as you want during your turn of "in-character" speech and not lose any of your actions. within reason