Alternate Mechanics

New Class/Attribute Rules

Some classes have been changed to better fit both the setting and to overall make things more balanced and interesting.

Rogues - All rogues (and as such, Rebels as well) gain an additional talent at Champion and Epic levels, the same way other martial classes, and gain the adventure feat for sneak attack for free.
Druids - Druids start with four talents.
Monks - Monks can choose either Strength or Dexterity to use for both attack and damage. Forms do not end if you make a non-monk action.
Wizards - No Evocation. The Evocation talent is banned.
AC - Your bonus to AC is determined by the median of Dex/Int/Wis rather then Dex/Con/Wis
HP/Recoveries - your HP and Recovery bonus is the median of Str/Con/Cha instead of just Con.

Note: I am always open to new rules of things are not fun. I'd rather the players have a good time then get stuck up on rules that don't work out well. If you wish to play a class and you are worried it might not be up to par, let me know, and we'll work something out. Likewise, third party classes can be accepted so long as I can look them over in advance!

Icon Rolls

To both take away a bit of my workload and to give players more fun things to do, Icon Rolls can (and ideally will) be used much more proactively. 5's and 6's rolled at the start of an adventure can be spent at any time as a group currency. These can be used to announce new NPCs are on-scene to help, to request magical or political assistance of some sort, to declare fantastic artifacts are found, or, when all else fails, to reroll failed attempts. In all cases, the declaration must be connected to that Iconic relationship in some way. Furthermore, when in a situation where one's Iconic relationship would be of value, a player may attempt to call on that relationship to empower them. Roll the Icon dice as you normally would; on a 6, your relationship does indeed help. On a 5, it wlil help you, but it will likewise make things more complicated. Note that this is not intended to override background rolls and the like - merely to establish that your relationship has a power of it's own that should be present throughout the adventure.

Stunts

Stunts are actions any player may make during a combat outside of the usual "move/attack/spellcast" sequence. In general, stunts are always going to do one of two things: make the fight harder for your enemies, or easier for yourself and your allies. When you attempt to stunt against an enemy, choose the background and attribute that best fits your situation and roll against either the enemy's PD or MD. When performing a stunt to aid yourself or your allies, likewise choose the background and attribute that best fits your situation, then roll against a set DC. Note that, when stunting for your own benefit, the GM will tell you the DC. Stunts DO add the escalation dice. Note that these stunts will NEVER require multiple rolls. Talents such as Swashbuckling allow the user to perform a stunt of any power, no roll or action required.

Beyond choosing WHAT you're doing, consider how long it would take. A good rule of thumb is that quick action stunts last only your current turn (or only helps one ally), while standard action stunts last until the end of your next turn or empower your incoming attack. Move action stunts are rare and mostly allow you to avoid interception. Some stunts can only be attempted once per battle - namely, increasing the Escalation Die. Unless you have a talent allowing it, stunts cannot be performed before using a Daily power - those are special enough as-is!

Examples

  • Grabbing a fist full o' sand and throwing it into the enemy's face to reduce their ability to defend would be vs PD and would reduce their AC by 2 for either yourself or whichever ally goes next, or a full round for the whole team, depending on the type of action used.
  • Flipping up a table to use as cover against the guards who just kicked down the door of the tavern to break up the fight would be a strength check vs normal DC (likely 15 or 20) to grant +2 AC to either yourself or the party
  • Giving a truly withering number of taunts and sharp wordplay at an enemy to guarantee their attention would be vs MD and would cause them to target you above all other potential targets, though they may get a bonus depending on how much they hate any others in your party, and would be a quick action.
  • Charging into an enemy and smashing into them so hard they go stumbling back, away from whoever they were engaged with and potentially into more dangerous terrain, would be an attack vs PD as a standard action, or PD+5 as a quick action.
  • Dazzling the foe with an array of bright magical lights to distract them and make them Vulnerable would be vs MD as a standard action, or MD+5 as a quick action.
  • Cutting the rope to the chandelier and swinging across the room, evading the nobleman's guards to catch him by surprise, would be a dexterity check vs hard DC (likely 20 or 25) to make yourself immune to being intercepted. This would be one of the rare move action stunts.
  • Cutting said chandelier not to use the rope to fling yourself with panache, but instead so that it can fall on your enemies, would be an attack vs PD, and would deal damage as if you used a d6 weapon (albeit with no bonuses). It can hit 1d3 enemies, and must be a standard action.

So what happens when you fail? Well, it depends on how risky the maneuver is and how much you failed by! Normally, nothing occurs - it just didn't work out in your favor. However, if there is a substantial difference between your roll and the difficulty - and if consequences are interesting - you may suffer from what you tried to push onto others - or you might get what you wanted, with so much more! The taunted enemy does indeed go after you instead of the squishy wizard, but now that it's angry, it gets a bonus to attack! When bull rushing the demon to push it into the pool of acid, you found yourself getting carried along with it!