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See the Effects topic for basic effects information.

  • 4Effect Label Features

Using Effect Features in Your Game

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Effects in the 4E ruleset can be very complex, once you decide to take advantage of all of the functionality available. Many features provided in this section can be handled manually by calculations done by the players and GM, just like sitting around the gaming table. It is recommended that you slowly add effect capabilities to your game until the comfort level of you and your players has been reached.

While effects can be entered manually, the effects system was also designed to pull the effect information directly from the power description text by parsing the words. Just enter the text in the exact same format as the core rulebooks, or drop the powers from your own data modules.

The effect system was built to handle 90% of the situations. 4E can be a very complex game, as it is built using exception-based game design principles. With all the exceptions that are defined by powers, and the primary focus of the effects support was for the core rulebooks (PHB, DMG, MM); there will be some powers and effects that will not be able to be represented in the current version of the ruleset.

For example, effects that expire on the target's initiative will need to be adjusted manually, since applied effects always use the effect originator's initiative.

Campaign Effects

In addition to the basic label and visibility fields, the 4E ruleset adds a few more capabilities. The effect label can contain one or more modifiers or conditions that adjust rolls made by that CT actor. Additionally, an effect expenditure toggle button and duration fields

  • Expenditure: By default, an effect is applied to all future rolls until the duration expires. The expenditure button can be toggled to Action, Roll or Singles as well. If set to Action, the effect will be applied to the next relevant action (set of rolls)(i.e. area of effect attack rolls as a set). If set to Roll, the effect will be applied to the next relevant single roll. If set to Singles, each component of the effect will be applied once when relevant, then removed. (See below for effect label components.)
  • Duration: By default, an effect never expires. The duration field can be toggled to Save, Encounter, End of Next Turn, Start of Next Turn, and End of This Turn. These durations correspond to the durations used in the 4E game system. An additional duration field will appear when the main duration field set to Save (as a save modifier).

Combat Tracker

When an effect is applied to an actor in the combat tracker, in addition to the fields added in Campaign Effects, a few additional fields have been added.

  • Active State: By default, an effect is set to always be active (i.e. On). The active state can be toggled to Skip or Off. If set to Skip, the next application of the effect will be skipped, and then the effect will be set to On again. If set to Off, the effect will no longer be applied to rolls, but will remain in the CT.
  • Duration: When the main duration field is set to Start/End Turn values, an additional field will be shown to track the initiative number when the duration should start/end.
  • Applied By: The active actor will be used as the source actor of an effect, and shown in the lower right of the effect entry. If no actor is active, then this field is hidden. To set the source actor of an effect, drag the name field of a CT actor onto the label field of a CT effect entry. The source is usually just informational, but may occasionally be used to support advanced effects (such as Marked). Click on the Applied By field to clear the source actor.
  • Targets: By default, effects are applied to relevant rolls for all targets. However, some effect components can be targeted (such as attack and damage modifiers). A targeting button is shown next to each effect entry, and can be dragged onto a CT entry or CT-linked token to specify that the effect is targeted to a specific actor or set of actors. Additional options to target all allies or enemies are available by right-clicking on the targeting button. The Targets field is hidden unless targets are defined. Click on the Targets field to clear the targets.

Effect Label Features

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In the 4E ruleset, conditions and modifiers can be embedded into the effect label in order to modify rolls made by the actor.

Each description, condition or modifier needs needs to be separated by a semi-colon within the effect label, and these are called effect components. Effect components that do not start with a modifier tag or a condition tag are treated as descriptive text only.

Conditions

  • Not case-sensitive.
  • Do not stack.
Condition Modifiers Applied Notes
Actions
Balancing GRANTCA
Climbing GRANTCA
Running GRANTCA; ATK:-5
Squeezing GRANTCA; ATK:-5
Combat Advantage
CA
(Applied to attacker)
ATK:2 (T)
GRANTCA DEF:-2 (T)
Uncanny Dodge (T), Negates CA/GRANTCA
Status
Blinded GRANTCA; SKILL:-10 Perception
Dazed GRANTCA
Deafened SKILL:-10 Perception
Dominated GRANTCA
Grabbed
Helpless GRANTCA
Immobilized
Insubstantial Half damage from all sources
Invisible CA; TCONC (T)
Marked ATK:-2 Only when source actor not included in attack.
Petrified RESIST:20
Phasing
Prone GRANTCA; DEF:2 ranged; ATK:-2 GRANTCA is only applied for melee attacks
Restrained GRANTCA; ATK:-2
Sanctioned
Slowed
Stunned GRANTCA
Surprised GRANTCA
Swallowed
Unconscious GRANTCA; DEF:-5 Prone effect should be applied separately
Weakened (T), All damage rolls are halved.

(T) = Effects can be targeted to only apply to conditions against certain opponents

Modifiers

  • Format: [tag]: [dice/number] [descriptors]
  • Case-sensitive
  • If colon missing, assume no dice, numerical modifier or descriptors.
  • Modifiers stack as long as their bonus type is blank or unique. If two modifiers have the same bonus type, only the larger value will be used.
  • When applying effects from PC sheet powers, bracketed ability tags ([STR],[DEX],..) can be added to the modifier dice and numerical portion to adjust by current PC attribute modifiers. The ability tags can be set to negative ([-INT]), half ([HWIS]) or double ([2CHA]).
Modifier Value Descriptors Notes
ABIL (D) [bonus], [ability] Ability checks
ATK (D) [bonus], [range], opportunity (T), Attack rolls
CONC (-) [range]* (T), Concealment
(ATK: -2 vs. ranged/melee only)
TCONC (-) [range]* (T), Concealment (Total)
(ATK: -5 vs. ranged/melee only)
COVER (-) [range]* (T), Cover
(ATK: -2)
SCOVER (-) [range]* (T), Cover (Superior)
(ATK: -5)
DEF (N) [bonus], [range], opportunity (T), Defenses (all)
AC (N) [bonus], [range], opportunity (T), Defense (AC)
FORT (N) [bonus], [range], opportunity (T), Defense (Fortitude)
REF (N) [bonus], [range], opportunity (T), Defense (Reflex)
WILL (N) [bonus], [range], opportunity (T), Defense (Will)
DMG (D) [bonus], [range], [energy]*, critical (T), Damage rolls
DMGW (N) [bonus], [range], critical (T), Damage roll weapon multiples
DMGO (D) [energy]* Damage (Ongoing)
HEAL (D) - Healing rolls
IMMUNE (-) [energy], all (T), Immune to damage type.
Assumes all if no [energy] descriptor.
INIT (D) [bonus] Initiative checks
RAGE (-) [rage name] Rage tracking. Informational only.
REGEN (D) - Regeneration
RESIST (N) [energy], all (T), Resistance to damage type.
Assumes all if no [energy] descriptor.
SAVE (D) [bonus] Saving throws
SKILL (D) [ability], [skill] Skill checks
SPEED (N) [bonus] Speed. Informational only.
SWARM (N) - Swarm creature type.
Half damage from melee/ranged.
Bonus damage from close/area.
VULN (N) [energy], all (T), Vulnerability to damage type.
Assumes all if no [energy] descriptor.

(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents

[bonus] = racial, power, feat, shield, item, proficiency, enhancement
[range] = melee, ranged, area, close
[energy] = acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder
[ability] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill] = any skill name
* = Multiple entries of this descriptor type allowed.

Special Components

  • Examples: FAIL, AURA, ..
  • Unique format for each tag
  • Case-sensitive
Special Tag Notes
IF: [condition OR conditional operator] Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition.
IFT: [condition OR conditional operator] Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition.
AFTER: [expiration] Components after this tag are ignored. Components including and before this tag are removed when the effect expires, instead of removing the effect entirely. The expiration of the revised effect is set to the value of the expiration value, if any.
FAIL: [expiration] Components after this tag are ignored. Components including and before this tag are removed when a saving throw against this effect fails. The expiration of the revised effect is set to the value of the expiration value, if any. Since the Failed Save clause only triggers for saving throws made at the end of a turn, this clause will only trigger on saving throws made using the auto-save option.
AURA Denotes that the source power is an aura. If no expiration defined for effect, it will be set to 'start' of current initiative when applied.
ZONE Denotes that the source power has the zone keyword. If no expiration defined for effect, it will be set to 'start' of current initiative when applied.
TRGT When applied, denotes an effect that appears to be targeted to specific entities. In the combat track quick effect view, it is used to identify effect targets.

[expiration] = start, end, endnext, save, encounter

Conditional Operators

  • Not case-sensitive
Operator Notes
ALIGN ([alignment]) If the creature indicated by the conditional effect has the given alignment, then this operator returns true.
Neutral is assumed for creatures where not specified.
True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.
SIZE ([size])
SIZE ([>= OR <= OR > OR < OR =][size])
If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true.
Medium size is assumed for creatures where not specified.
TYPE ([creature type]*) If the creature indicated by the conditional effect has the given creature type, then this operator returns true.
The humanoid creature type is assumed for creatures where not specified, and for PCs.
Wounded If the conditional effect target has any wounds, then this operator returns true.
Bloodied If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true.

[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = T, S, M, L, H, G, tiny, small, medium, large, huge, gargantuan
[creature type] = aberrant, elemental, fey, immortal, natural, shadow, animate, beast, humanoid, magical beast, air, angel, aquatic, cold, construct, demon, devil, dragon, earth, fire, giant, homunculus, living construct, mount, ooze, plant, reptile, shapechanger, spider, swarm, undead, water
* = Multiple entries of this descriptor type allowed.

PC Specific Notes

When applying effects from the Actions tab of the PC sheet, special tags can be inserted to provide numerical bonuses based on the PC's current attributes.

PC tag Notes
STR PC Strength bonus
DEX PC Dexterity bonus
CON PC Constitution bonus
INT PC Intelligence bonus
WIS PC Wisdom bonus
CHA PC Charisma bonus
H[other tag] Half of the other tag bonus
2[other tag] Double the other tag bonus
-[other tag] Negative the other tag bonus (including half and double)

Examples

Good

  • ATK: 2 power
  • SAVE: 1
  • DMGO: 2d6
  • DMG: 1d6 cold
  • RESIST: 5 fire; RESIST: 5 cold

Bad

  • RESIST: 5 fire,cold

PC Sheet

  • RESIST: 2 [WIS]
  • ATK: [-DEX]
  • DMG: 2d6+1 [CON]

More

Power Text Effect Label Other Effect Fields
+1 to next d20 roll this turn ATK:1, DMG:1, SKILL:1, ABIL:1, SAVE:1 (Expires End This Turn)(Expend on Roll)
+2 to your next attack and damage roll before the end of your next turn ATK:2, DMG:2 (Expires End Next Turn)(Expend on Single Usage)
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This time, Bill Slavicsek introduces us to skill challenges, which can form the basis of an encounter all by themselves, or can be combined with a combat encounter to make a really memorable part of any adventure.

From the first discussions about D&D 4th Edition, we knew that we wanted a mechanical subsystem as robust as combat that could handle the other things PCs do in an adventure—namely, social encounters and challenge encounters. We didn’t want a system that reduced all the intricacies of a situation to a single die roll; we also didn’t want a system that failed to add to the fun of an adventure. What we did want, for the situations that called for it, was a system full of tension, drama, and risk… the very essence of any D&D encounter.

The Skill Challenges system leaves plenty of room for roleplaying, while providing a sound mechanical rules element that allows for die rolling and the tension of a random element. It’s a robust system that can be used for any social encounter that includes real consequences for failure, as well as for other skill challenges that don’t involve combat—from finding your way out of a mysterious jungle, to taming a savage beast, to researching an ancient spell, and more.

What follows is the opening section of the Skill Challenges chapter, a few key sidebars, and a skill challenge template right out of the Dungeon Master’s Guide.


An audience with the duke, a mysterious set of sigils in a hidden chamber, finding your way through the Forest of Neverlight—all of these present challenges that test both the characters and the people who play them. The difference between a combat challenge and a skill challenge isn’t the presence or absence of physical risk, nor the presence or absence of attack rolls and damage rolls and power use. The difference is in how the encounter treats PC actions.

Skill challenges can account for all the action in a particular encounter, or they can be used as part of a combat encounter to add variety and a sense of urgency to the proceedings.
--Bill Slavicsek

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The Basics

To deal with a skill challenge, the player characters make skill checks to accumulate a number of successful skill uses before they rack up too many failures and end the encounter.

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Example: The PCs seek a temple in dense jungle. Achieving six successes means they find their way. Accruing three failures before achieving the successes, however, indicates that they get themselves hopelessly lost in the wilderness.

Is This a Challenge?
It’s not a skill challenge every time you call for a skill check. When an obstacle takes only one roll to resolve, it’s not a challenge. One Diplomacy check to haggle with the merchant, one Athletics check to climb out of the pit trap, one Religion check to figure out whose sacred tome contains the parable—none of these constitutes a skill challenge.

Encounters Have Consequences

Skill challenges have consequences, positive and negative, just as combat encounters do. When the characters overcome a skill challenge, they earn the same rewards as when they slay monsters in combat—experience and perhaps treasure. The consequences of total defeat are often obvious: no XP and no treasure.

Success or failure in a skill challenge also influences the course of the adventure—the characters locate the temple and begin infiltrating it, or they get lost and must seek help. In either case, however, the adventure continues. With success, this is no problem, but don’t fall into the trap of making progress dependent on success in a skill challenge. Failure introduces complications rather than ending the adventure. If the characters get lost in the jungle, that leads to further challenges, not the end of the adventure.

Sample Skill Challenges

Use the following skill challenge templates as the basis for skill challenges you design for your adventures. The level and complexity values are suggestions only; adjust as necessary to meet the needs of your adventure.

The Negotiation
The duke sits at the head of his banquet table. Gesturing with a wine glass, he bids you to sit. “I’m told you have news from the borderlands.”

This skill challenge covers attempts to gain a favor or assistance from a local leader or other authority figure. The challenge might take only as long as a normal conversation, or it could stretch on for days as the characters perform tasks to earn the NPC’s favor.

Setup: For the NPC to provide assistance, the PCs need to convince him or her of their trustworthiness and that their cause helps the NPC in some way.

Level: Equal to the level of the party.

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Complexity: 3 (requires 8 successes before 4 failures).

Primary Skills: Bluff, Diplomacy, Insight.

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Bluff (moderate DCs): You try to encourage the NPC to aid your quest using false pretenses. Characters can cooperate to aid a lead character using this skill.

Diplomacy (moderate DCs): You entreat the NPC for aid in your quest. First success with this skill opens up the use of the History skill (the NPC mentions an event from the past that has significance to him).

Insight (moderate DCs): You empathize with the NPC and use that knowledge to encourage assistance. First success with this skill reveals that any use of the Intimidate skill earns a failure.

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History (easy DC): You make an insightful remark about the significant event from the NPC’s past. This is available only after one character has gained a success using the Diplomacy skill, and it can be used only once in this way during the challenge.

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Intimidate: The NPC refuses to be intimidated by the PCs. Each use of this skill earns a failure.

Success: The NPC agrees to provide reasonable assistance to the characters. This could include treasure.

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Failure: The characters are forced to act without the NPC’s assistance. They encounter more trouble, which may be sent by the NPC out of anger or antagonism.

Be sure to return Wednesday for a look at weapons!