Using My Monsters

Friday, 29 August 2014

Hitting harder by Rolling Higher

Updated 10/9/2014: Player Bonuses with Exceptional Hits: Many monsters get to hit harder, the larger the margin by which they hit, and it only seems fair that players get to enjoy this kind of benefit too. So, to this end, here are some suggestions for effects that could occur when a character hits by a certain amount over what is needed.
Each category is cumulative. The player decides which benefit to apply, and can only choose one (A-I assuming they hit hard enough to have the option open to them). The effects are cumulative with a bigger hit. So if you pick benefit A) when you hit by 7+, you can inflict +2W (or +2d10) damage.
Hit by 5+
A) You inflict +1W or +1d10 damage with the attack
B) You push the target 1 square
C) You can shift 1 square
D) You gain 5 Temporary Hit Points
E) Target grants combat advantage until the start of its next turn
I) If the target possesses Fortification, this is reduced by your level percent until the end of the encounter.

Hit by 7+
A) You inflict an additional +1W or +1d10 damage with the attack
B) You push the target 1d4 squares and they must make a Dexterity (+Acrobatics) check equal to 10 + ½ you level + the attack's ability modifier or fall prone
C) You can shift up to half your speed (instead of shifting 1 square)
D) You gain 10 Temporary Hit Points
E) Target is dazed until the end of your next turn
F) You save against one effect a save can end
G) If you attack inflicts a condition a save can end, the save becomes a Hard Save
I) If the target possesses Fortification, this is reduced by twice your level percent until the end of the encounter.

Hit by 9+:

A) Target also suffers Ongoing Damage equal to your level (save ends)
B) +5 to the D.C. To prevent falling prone. If knocked prone, target is also dazed (save ends)
C) You also gain a +2 dodge bonus to your defences until the start of your next turn
D) You either gain 20 temporary hit points, or may spend a Healing Surge
E) Target is stunned until the end of your next turn
F) You save against one effect a save can end. Either decrease the difficulty of the save by one category or roll the save with advantage
G) On a failed save, the target suffers damage (the same as the triggering attack) equal to the powers level.
H) Make a basic attack as a free action. You can make a number of additional attacks this way in any round equal to the escalation die.
I) If the target possesses Fortification, this is reduced by three times your level percent until the end of the encounter.

Hit by 12+:
A) Hard Save Ends
B) +5 to the D.C. After Effect: The target is dazed (save ends)
C) You can shift up to your speed, and the dodge bonus increases to +5. If the escalation die is 6, enemies have disadvantage when attacking you until the end of your next turn.
D) You either gain 40 temporary hit points, or may spend 1 healing surge to heal your bloodied value hit points. If the escalation die is 6, you may also save against all effects a save can end.
E) After Effect: Target is dazed (save ends)
F) Save against all effects a save can end. All saves have their difficulty category reduced by 1
H) Gain a bonus to the additional attack(s) equal to the escalation die.
I) If the target possesses Fortification, this is reduced by four times your level percent until

NOTE (10/9/2014): Updated the “hit by” values to take into account the escalation die's impact on things following play testing.

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