First of all, it’s important to note that these conditions are designed to take into account a slightly different concept of hitting and missing, separate from the more traditional binary effects of Dungeons & Dragons. Here, any and all attack powers always do damage, whether they hit or not, because damage is representative of intent to do harm, not physical wounds.

This is one of the next logical step to take after all my talk about using hit points as currency, and making status conditions varied so they can overlap, rather than being redundant. Many of these are designed to replace existing conditions, while others are completely new. I’m sure some day I’ll get around to class and power updates to incorporate these conditions, but I have to point out that they’re largely untested.

Crippled (modified from the “blinded” condition)
* Attacks automatically miss.

Critical (modified from the “dying” condition)
* During an encounter, you are forced to save against helplessness at end of each of your turns.

Dazed (modified from D&DI Compendium)
* Can’t use sudden or swift actions. Can still use standard and free actions as normal unless otherwise restricted.

Disabled (inspired by Guild Wars)
* Can’t use encounter or daily powers. Can still use at-will powers as normal unless otherwise restricted.

Disarmed (new)
* Can’t use powers with equipment keywords (weapon, armor, focus, et cetera). Can still use other powers as normal unless otherwise restricted.

Distracted (modified from Sly Flourish)
* Can’t use quick or instant actions. Can still use readied and free actions as normal unless otherwise restricted.

Dominated (inspired by the “Fast Friends” bard attack)
* Can’t target creatures with attacks. Can still target objects and areas as normal. Can still use non-attack powers as normal unless otherwise restricted.

Helpless (modified from D&DI Compendium)
* Can’t use any actions, including free actions. Can’t use any powers.

Slowed (modified from D&DI Compendium)
* Reduce base speed for all modes of movement to 2. Can still gain bonuses as normal. Does not effect forced movement.

Staggered (replaces prone)
* Can’t run or charge. Can still move as normal unless otherwise restricted.

Stunned (modified from Sly Flourish)
* Reduce value of all defenses by 2 (4 at Epic tier). Can still gain bonuses as normal unless otherwise restricted.

Vulnerable (inspired by Guild Wars)
* Can’t reduce damage taken from attack powers.

Weakness (modified from D&DI Compendium)
* Reduce base damage for all attack powers to 2. Can still gain bonuses as normal unless otherwise restricted.

Wounded (new)
* Can’t heal or otherwise regain hit points. Can still gain temporary hit points as normal unless otherwise restricted.

I’ll write a bit about them later, since it took forever just to get them up here.