Putting Magic in your Magick.

The Rose Method.

What's in a name? that which we call a rose By any other name would smell as sweet

William Shakespear was a consumate word crafter who carefully chose every turn of phrase every bit of implication and yes every name for his characters and what they communicated .. he might well have been in this case poking fun at himself. A vital element I am bringing forward is the idea that what we call things and how we emphasize them make a real difference.... this is itself the stuff of magic and it is the vital flavor element which at some level can make more than a little difference.

Rose Flavored Hit Points

Hit Points as a Power and Active Defenses

On the Player Character sheet you now record the Defenses without the base 10 value and the player rolls d20 instead and adds… it is compared to an Attack value which is static 10 + mods for the NPC’s.(it is supposed to be 12 if you want to maintain the odds but I have low player count and sneak things like this in --- shush dont tell). (an alternative to those wedded to Character builder is just use 22+ for the NPC attack value)

The DM describes an attack (and the nature of its primary effects generally and what defense it is against).. Basically you describe the start of the attack without its full... culmination just like a player might do.

The player should then describe how this attack against their character is minimized by luck and energy and skill! The difference between the description for a failed defense (unless that hit reduces you below 0 hp) and a successful one … is pretty much how desparate or last second it normally seems and/or how much apparent energy/luck it takes to accomplish, even a successful defense could be described many ways... ranging from the bad guy doing really poorly, the character doing really well with the ability associated with defense, or the character getting wierdly lucky if that is the pc’s style. The lucky hero, the tough hero, magical hero and skilled heros the archetype often inspires the nature of there defense. Note A magical hero can even describe his defensive actions and how they minimize his injuries in terms of his magic, just make it fit the theme of your character... exploit what you do with your at-wills perhaps.

Which of the attributes you use for your defensive actions may also affect how you describe it,(is it Intelligence representing forethought and predicting your enemies actions so reacting almost before they act or is it dexterity defense without a thought nerves of lightning) but they dont always have to. ie. which attribute is luck? and which matters if you just feel like describing a quirky sort of jinx like failure on the enemies attacks? A d20 is a pretty hefty impact and can overshadow your defensive values. Did you luck out and the armor take more of the hit than it seemed (heavy armor?)

It becomes a descriptive choice. A hit that reduces the character below zero hp might best be described by the DM who then includes after effects, this is the point were a true wound mechanic might come in to play.

Voluntary Wounding

Somethin like this I saw elaborated first on in Enworld.org It fits in with the above real well because it involves the player voluntarily accepting a long term wound for their character. The wound causes periodic impairing effects that the character can overcome with saving throws normally. This imparing effect recurs when the pc makes a really poor roll on an attack or (and maybe a defense) this is called aggravating the injury. Say a roll of 1-2 on your attack, aggravates one of your wound conditions DM's choice. For instance a recurring Slow effect associated with a leg injury etc. These of course involve letting the DM describe the attack and the wound. In exchange the character keeps the hit points and still have a buffer they can apply against future injury.

The wound will only go away using time or ritual magic.

More uses for hitpoints.

If you noticed some of the ways you minimise and attack with hit points indeed sounds like succeeding on making a saving throw? Well character luck and resolve/energy has indeed always been described as components of hit points and those seem to be what your character is using to make that save! The following rule demonstrates and tightens that connection. Effectively Hit points/Healing Surges and Saving throw overlap, I am thinking hit points ought to have a conversion between them and saving throws ... There are certain effects that really shouldn't happen except to a hero who is completely "out of their luck" and or out of energy, ie out of hit points. Forced movement into the bottomless pit is one such situation... there are probably other save or die situations lingering yet.

Hit Points as Luck

A player may spend a healing surge (or a healing surge worth of hit points) to re-roll a failed saving throw or in some cases (at DM's discretion autosave) a saving throw or to prevent complete incapacitation from a spell or power, for instance when they have no one to guard their incapacitated self. Not every save or situation qualifies but for a save who's failure would result in an effective instant death it seems allowing a auto save is reasonable for less absolute situations it could still be reasonable to allow a re-roll.

The above rule is also symmetric with my favorite house rule wound system which allows a player to choose for their character to take a wound and so incurring a ongoing impairing effect in place of losing/expending hit points when damaged by an attack.

Hitpoints as Energy and resolve

the same hitpoints or healing surges players spend on staving off imparement and death of their character might be used to allow re-use of a power. This latter might limited to making a power reliable? or something of that sort or it might be only once per encounter. To some degree the balance of this option depends on how much of a precious commodity healing surges are in your game and whether they are likely to induce the 15 minute game day phenomena, some players find they almost never run out others are on the edge and some only have battle encounters every so often and pc's using their full allotment of surges in one fight is not really a problem.


 

Embracing 4th Edition's Rose Petals

In 4th Edition D&D The Rose Method will come in very handy to bring the game system to fit your game world... but as the game is shall we say "in a growth stage" it may also need flavor to give it the versatility that was wired in to version 3.x versions and earlier time will give the bloom more petals I am certian. House rules can be mechanically light...(dont majorly change the underlying mechanics) with significantly different visualizations...

Further the Awesomeness of 4e in the players handbook on page 54-55 it is suggested that players re-visualize there powers in what amounts to exactly the Rose Method!!!

Of Course it's Not a Magic Missle, pfah! - Wizards Community great examples which create many customization on the Wizards at-will powers.

Dynamic Visualization (Skinning on the Fly): Wonderfully its is more than magic that takes on player visualization, in 4e everybody carries the rose...shows the above with the basic fighter powers.(lots of my contributions - Garthanos)

Class Templates ie Kit Modding the Classes These methods were suggested by Wizards of the Coast themselves as the way for creating not yet available/published Classes for instance the Monk and Barbarian.

Lightning Lancer : subtly different than the Spellsword mentioned in the above. Take the swordmage and alter his powers with fire element to lightning.. change teleports and force attacks to imply "lightning fast" movements. We could even make the magics more dex derived... by finding where str is used to supplement the damage / area of effect and making that dex.... change the class to use dex as their secondary or tertiary ability in place of str. To really bring it that final shift of focus you change the weapon type to be a spear. For this one the Lightning lasso now involves throwing your spear at the target avoiding its return back towards you brings them closer to you... or it might catch on there gear (or skewer them) and pull them back

So who needs powers anyway. - Improvisation guidelines of D&D 4e are quite cool, absorb them and use them quite liberally not just once in a while... heck even when the rules do conver it...occasionally a nicely imaginative presentation of things covered by your powers can also be rewarded with an extra tid bit of functionality.

The rose method in action on Wyatts 4e house rules - there are at least a couple of house rules in there that are actually revisualizing what you already have.


 

D&D 4e Rose Feats

These are homebrew feat ideas which make wizardry a touch more adaptable or variable. They can be visualized as the character being able to understand the inner workings of magic and adjust them or as having a larger spell repertoire.

Feat : Adaptive Caster
Prequisite: Arcane Caster, Wizdom 13
Bonus: By spending a minor action you may change an at-will spell you cast to deliver the damage type of any other at-will spell you know, that spell power is treated as having the new keyword in place of its own for the duration of its effect. Describe the adapted power appropriately.

Feat : Adaptive Mastery
Prerequisite: 11th level, Adaptive Caster
Benefit: Choose any encounter or daily you know, which uses one of the energy types acid cold, fire, lightning, or thunder that power and that energy type are now considered adaptable by the power Adaptive Caster (ie as though they were an at-will in your repertoire.)

This power may be taken more than once, by selecting a new Encounter or Daily.

Feat: Elemental Comprehension
Whenever preparing an encounter or daily spell from your spell book you are able to see beyond the surface of magics and adapt them to suit your needs, you may set the damage type to match any of your at-wills (or spells made adaptable through mastery).

More ideas ...