Lago's Preliminary Winds of Fate System
Posted: Sun May 16, 2010 4:18 am
All right, so there's been a lot of talk going on lately about implementing a Winds of Fate system to reduce the tedium of combat. And if there's any D&D edition that needs the tedium reduced it's 4th Edition; furthermore, 4th Edition gives characters a lot of pre-organized powers, which makes it an even better candidate.
Obviously using 4E is not going to be optimal. I would rather there be more options to put on the Winds of Fate wheel, but I had to go with a number that wouldn't leave any classes out in the cold nor would it require reorganizing powers. This system is specifically designed to be pasted into 4E with a minimal amount of effort, as long as you regard my 4E houserules (and honestly, most of them need to be implemented into the game Winds of Fate or no).
Yes, on average my system speeds the game up noticeably more than what the game designers intended, since even with the worst-case scenario you will be spamming powers that were 'meant' to be encounter powers. This is intentional, because the game was painfully padded sumo (and it still is) and I don't know why the fuck the game designers are trying to force the game to be padded sumo again. But whatever.
Generic changes that need to happen for the system to work
First of all, there are no such thing anymore as classes with implements and weapons. If a class uses both they can use any weapon as an implement for it and any expansion options that applies to one applies to the other. This means that we can completely throw out all of the holy symbols.
Classes have single-stat primary powers. This means that 1st-level paladins can decide to have all of their powers STR-based or CHA-based.
Classes have their ranged/melee basic attack keyed off of whatever stat they like (which means that a rogue can use CHA-based melee basic attacks). Classes may pick one power off of their list that can be used as a basic attack. They can set it aside as a generic basic attack.
Characters can use their basic attacks any time outside of the Winds of Fate system. However, this very quickly becomes a pointless endeavor in all but the most trying circumstances (such as a melee-power only character trying to tag a harpy with a javelin), as even the weakest power in a character's arsenal becomes much stronger than their basic attack.
Utility Powers. A character can only initiate one utility power a round, though can sustain any number as long as they have enough actions for it. Utility powers that use a standard action to initiate or sustain the power now only need a move action. Utility powers that use a move action to initiate or sustain the power now only need a minor action. Utility powers that use a minor action to initiate a power can be used as a free action during the character's turn, though they still take a minor action to sustain.
All feats which effect the replenishment or selection schedule of encounter or daily attack powers are banned. A better list will be calculated in the near-future.
Winds of Fate Setup
Starting from level 1, characters get four At-Will powers, three Encounter Powers, and two Daily powers. They go into a 4 x 3 grid, called a Roulette Wheel, something like this:
At-Will | Encount | Dailies
---------+---------+--------
1 Slash | S.Slash | ******
----------+---------+--------
2 Stab | Wir.Wind | P.Blow
----------+---------+--------
3 Strike | ****** | D.Stab
----------+---------+--------
4 Bash | Hol.Bash | ******
----------+---------+--------
Characters are not allowed to leave extra spaces open. Characters are not allowed to put a lower-level power into a higher-level slot. Once the powers are put into the Roulette Wheel, the order cannot be changed outside of an extended rest. However, during an extended rest a character may re-arrange their powers in any order they like consistent with the previous rules; a character may also swap out a power in their Roulette Wheel for a power outside of the Roulette Wheel that is the same level.
Winds of Fate usage and replenishment:
At the beginning of every combat, a PC rolls a 1d4; at end of every turn, a PC rolls two 1d4s, called the First and Second Winds of Fate rolls; the number they get on the first 1d4 corresponds to the row of powers that they can use. For example, if Rothgar rolls a 2 on his second Wind of Fate roll, he has the option of using Stab, Whirlwind, and Power Blow for his next turn.
At-Will powers can be used at any time, but encounter powers may only be used once. If a character uses one of the encounter powers then they aren't allowed to use them any more, until a character makes the second Wind of Fate roll at the end of their turn. The number corresponding to the second Wind of Fate roll lets the player know which encounter power comes back. If they are able to use the row of powers corresponding to that row, they can use it again. If not, the power remains available until that row is selected. It is thus possible for a character to be able to repeatedly use 'Holy Bash' if they keep rolling 4 for both of their Winds of Fate rolls. Using an encounter power that was replenished after losing them all due to the first use does not make other encounter powers unavailable for the rest of the combat.
Daily powers may only be used once per encounter; if a player uses any daily powers the rest of the daily powers become unavailable. Furthermore, the encounter power corresponding to that row also becomes unavailable.
One minute worth of rest causes all encounter powers to return. Five minutes worth of rest causes the daily powers to return.
Example Winds of Fate usage:
On the first round of combat, Rothgar rolls a 2 on the 1d4 roll. This allows him to select any of the powers from Row 2. Rothgar decides to open combat with Power Blow, which makes Whirlwind unavailable. At the end of his turn, he rolls a 4 and a 2 on his Winds of Fate roll, causing Whirlwind to become replenished and allowing him to use a power from Row 4.
On the second round of combat, Rothgar engages a golem. Holy Bash wouldn't work too well against the creature and he doesn't want to make Super Slash and Whirlwind--which would be much more useful--unavailable, so decides to use the power 'Bash'. For his Winds of Fate roll, he rolls a 3 and a 1. Since Rothgar already had Super Slash available, the second roll has no effect.
On round three, all Rothgar can use is Strike. Deathstab is unavailable as he used a daily power earlier in combat. For his Winds of Fate roll, he rolls a 2 and a 3; since there is no encounter power in slot three Rothgar the second Winds of Fate roll has no effect.
On round four, Rothgar has his choice between using Stab and Whirlwind. Rothgar was looking especially forward to using Whirlwind, so immediately uses it to great effect. After he uses it, all of the other powers become unavailable. For his Winds of Fate roll, he rolls a 1 and a 4, which makes Holy Bash come back but not, unfortunately, Super Slash.
On round five, all Rothgar can use is Slash. At the end of his turn, he rolls a 1 and a 1, which makes Super Slash available again and enables him to use the same row of powers.
On round six, Rothgar immediately uses Super Slash and finishes off the golem, whereupon the controlling ghost escapes. Since he already replenished a power beforehand, he does not lose the use of Holy Bash (which he regained at the end of Round Four). At the end of his turn, he rolls a 4 and a 4. The replenishment roll doesn't do anything, unfortunately.
At round seven, Rothgar uses Holy Bash and finishes off the controlling spirit, winning the combat.
Gaining New Winds of Fate Powers:
Every time a character gains access to a new set of encounter powers, the previous set of encounter powers become At-Wills and the character must select another encounter power of the old level to fill the gap. The character must then choose three new encounter powers from the new higher level to replace the old one. For example, once Rothgar reaches level 3, their Roulette Wheel now looks like this:
At-Will | Encount | Dailies
---------+---------+--------
1 S.Slash | Fi.Spin | ******
----------+---------+--------
2 Ho.Bash | TwoCuts | P.Blow
----------+---------+--------
3 Wi.Wind | Flare-B | ******
----------+---------+--------
4 G.Charge| ****** | D.stab
----------+---------+--------
Whenever a character gains access to a new set of daily powers, they simply pick two new powers of the level to replace the old one, putting them in any level they wish. For example, once Rothgar reaches level 5, their Roulette Wheel now looks like this:
At-Will | Encount | Dailies
---------+---------+--------
1 S.Slash | F.Spin | ******
----------+---------+--------
2 H.Bash | TwoCuts | IceBlow
----------+---------+--------
3 G.Charge| Flare-B | LitSwng
----------+---------+--------
4 W.Wind | ****** | ******
----------+---------+--------
This cycle repeats until the end of the game, with two special exceptions.
At level 11, when a character gains access to a paragon encounter attack power, the attack power goes into the unfilled slot in the encounter column of the Roulette Wheel. At level 20, when a character gains access to a paragon daily attack power, the attack power goes into the unfilled slot into the Daily column of the Roulette Wheel. These powers can be expended as normal, following the same rules as the other powers in the Roulette Wheel. These powers never move category nor get replaced when a character gains access to a new set of encounter or daily powers. They will never be replaced nor go obsolete.
At level 13, using your paragon path encounter attack power does not cause your other encounter attack powers to become unavailable; moreover, using your other encounter attack powers does not cause your paragon path encounter attack power to become unavailable. At level 25 using your paragon path daily attack power does not cause the other daily attack powers to become unavailable nor does using the other powers cause the paragon path daily attack power to become unavailable.
Problematic Powers
Before you implement this system, you need to watch out for powers that replenish some resource that's meant to tide you over for several combats, such as healing-surge free hit points or action points, as daily powers are now supposed to be used every combat instead of being an occasional thing. Such powers are few and far between, but the DM should watch out for them anyway and just consider not letting a PC pick that power. But then again, this problem existed even with the 15-minute workday 4E unwittingly created in the first place. Still, keep an eye out for them.
Obviously using 4E is not going to be optimal. I would rather there be more options to put on the Winds of Fate wheel, but I had to go with a number that wouldn't leave any classes out in the cold nor would it require reorganizing powers. This system is specifically designed to be pasted into 4E with a minimal amount of effort, as long as you regard my 4E houserules (and honestly, most of them need to be implemented into the game Winds of Fate or no).
Yes, on average my system speeds the game up noticeably more than what the game designers intended, since even with the worst-case scenario you will be spamming powers that were 'meant' to be encounter powers. This is intentional, because the game was painfully padded sumo (and it still is) and I don't know why the fuck the game designers are trying to force the game to be padded sumo again. But whatever.
Generic changes that need to happen for the system to work
First of all, there are no such thing anymore as classes with implements and weapons. If a class uses both they can use any weapon as an implement for it and any expansion options that applies to one applies to the other. This means that we can completely throw out all of the holy symbols.
Classes have single-stat primary powers. This means that 1st-level paladins can decide to have all of their powers STR-based or CHA-based.
Classes have their ranged/melee basic attack keyed off of whatever stat they like (which means that a rogue can use CHA-based melee basic attacks). Classes may pick one power off of their list that can be used as a basic attack. They can set it aside as a generic basic attack.
Characters can use their basic attacks any time outside of the Winds of Fate system. However, this very quickly becomes a pointless endeavor in all but the most trying circumstances (such as a melee-power only character trying to tag a harpy with a javelin), as even the weakest power in a character's arsenal becomes much stronger than their basic attack.
Utility Powers. A character can only initiate one utility power a round, though can sustain any number as long as they have enough actions for it. Utility powers that use a standard action to initiate or sustain the power now only need a move action. Utility powers that use a move action to initiate or sustain the power now only need a minor action. Utility powers that use a minor action to initiate a power can be used as a free action during the character's turn, though they still take a minor action to sustain.
All feats which effect the replenishment or selection schedule of encounter or daily attack powers are banned. A better list will be calculated in the near-future.
Winds of Fate Setup
Starting from level 1, characters get four At-Will powers, three Encounter Powers, and two Daily powers. They go into a 4 x 3 grid, called a Roulette Wheel, something like this:
At-Will | Encount | Dailies
---------+---------+--------
1 Slash | S.Slash | ******
----------+---------+--------
2 Stab | Wir.Wind | P.Blow
----------+---------+--------
3 Strike | ****** | D.Stab
----------+---------+--------
4 Bash | Hol.Bash | ******
----------+---------+--------
Characters are not allowed to leave extra spaces open. Characters are not allowed to put a lower-level power into a higher-level slot. Once the powers are put into the Roulette Wheel, the order cannot be changed outside of an extended rest. However, during an extended rest a character may re-arrange their powers in any order they like consistent with the previous rules; a character may also swap out a power in their Roulette Wheel for a power outside of the Roulette Wheel that is the same level.
Winds of Fate usage and replenishment:
At the beginning of every combat, a PC rolls a 1d4; at end of every turn, a PC rolls two 1d4s, called the First and Second Winds of Fate rolls; the number they get on the first 1d4 corresponds to the row of powers that they can use. For example, if Rothgar rolls a 2 on his second Wind of Fate roll, he has the option of using Stab, Whirlwind, and Power Blow for his next turn.
At-Will powers can be used at any time, but encounter powers may only be used once. If a character uses one of the encounter powers then they aren't allowed to use them any more, until a character makes the second Wind of Fate roll at the end of their turn. The number corresponding to the second Wind of Fate roll lets the player know which encounter power comes back. If they are able to use the row of powers corresponding to that row, they can use it again. If not, the power remains available until that row is selected. It is thus possible for a character to be able to repeatedly use 'Holy Bash' if they keep rolling 4 for both of their Winds of Fate rolls. Using an encounter power that was replenished after losing them all due to the first use does not make other encounter powers unavailable for the rest of the combat.
Daily powers may only be used once per encounter; if a player uses any daily powers the rest of the daily powers become unavailable. Furthermore, the encounter power corresponding to that row also becomes unavailable.
One minute worth of rest causes all encounter powers to return. Five minutes worth of rest causes the daily powers to return.
Example Winds of Fate usage:
On the first round of combat, Rothgar rolls a 2 on the 1d4 roll. This allows him to select any of the powers from Row 2. Rothgar decides to open combat with Power Blow, which makes Whirlwind unavailable. At the end of his turn, he rolls a 4 and a 2 on his Winds of Fate roll, causing Whirlwind to become replenished and allowing him to use a power from Row 4.
On the second round of combat, Rothgar engages a golem. Holy Bash wouldn't work too well against the creature and he doesn't want to make Super Slash and Whirlwind--which would be much more useful--unavailable, so decides to use the power 'Bash'. For his Winds of Fate roll, he rolls a 3 and a 1. Since Rothgar already had Super Slash available, the second roll has no effect.
On round three, all Rothgar can use is Strike. Deathstab is unavailable as he used a daily power earlier in combat. For his Winds of Fate roll, he rolls a 2 and a 3; since there is no encounter power in slot three Rothgar the second Winds of Fate roll has no effect.
On round four, Rothgar has his choice between using Stab and Whirlwind. Rothgar was looking especially forward to using Whirlwind, so immediately uses it to great effect. After he uses it, all of the other powers become unavailable. For his Winds of Fate roll, he rolls a 1 and a 4, which makes Holy Bash come back but not, unfortunately, Super Slash.
On round five, all Rothgar can use is Slash. At the end of his turn, he rolls a 1 and a 1, which makes Super Slash available again and enables him to use the same row of powers.
On round six, Rothgar immediately uses Super Slash and finishes off the golem, whereupon the controlling ghost escapes. Since he already replenished a power beforehand, he does not lose the use of Holy Bash (which he regained at the end of Round Four). At the end of his turn, he rolls a 4 and a 4. The replenishment roll doesn't do anything, unfortunately.
At round seven, Rothgar uses Holy Bash and finishes off the controlling spirit, winning the combat.
Gaining New Winds of Fate Powers:
Every time a character gains access to a new set of encounter powers, the previous set of encounter powers become At-Wills and the character must select another encounter power of the old level to fill the gap. The character must then choose three new encounter powers from the new higher level to replace the old one. For example, once Rothgar reaches level 3, their Roulette Wheel now looks like this:
At-Will | Encount | Dailies
---------+---------+--------
1 S.Slash | Fi.Spin | ******
----------+---------+--------
2 Ho.Bash | TwoCuts | P.Blow
----------+---------+--------
3 Wi.Wind | Flare-B | ******
----------+---------+--------
4 G.Charge| ****** | D.stab
----------+---------+--------
Whenever a character gains access to a new set of daily powers, they simply pick two new powers of the level to replace the old one, putting them in any level they wish. For example, once Rothgar reaches level 5, their Roulette Wheel now looks like this:
At-Will | Encount | Dailies
---------+---------+--------
1 S.Slash | F.Spin | ******
----------+---------+--------
2 H.Bash | TwoCuts | IceBlow
----------+---------+--------
3 G.Charge| Flare-B | LitSwng
----------+---------+--------
4 W.Wind | ****** | ******
----------+---------+--------
This cycle repeats until the end of the game, with two special exceptions.
At level 11, when a character gains access to a paragon encounter attack power, the attack power goes into the unfilled slot in the encounter column of the Roulette Wheel. At level 20, when a character gains access to a paragon daily attack power, the attack power goes into the unfilled slot into the Daily column of the Roulette Wheel. These powers can be expended as normal, following the same rules as the other powers in the Roulette Wheel. These powers never move category nor get replaced when a character gains access to a new set of encounter or daily powers. They will never be replaced nor go obsolete.
At level 13, using your paragon path encounter attack power does not cause your other encounter attack powers to become unavailable; moreover, using your other encounter attack powers does not cause your paragon path encounter attack power to become unavailable. At level 25 using your paragon path daily attack power does not cause the other daily attack powers to become unavailable nor does using the other powers cause the paragon path daily attack power to become unavailable.
Problematic Powers
Before you implement this system, you need to watch out for powers that replenish some resource that's meant to tide you over for several combats, such as healing-surge free hit points or action points, as daily powers are now supposed to be used every combat instead of being an occasional thing. Such powers are few and far between, but the DM should watch out for them anyway and just consider not letting a PC pick that power. But then again, this problem existed even with the 15-minute workday 4E unwittingly created in the first place. Still, keep an eye out for them.