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Keep on the Shadowfell - house rules

Posted 3rd July 2008 at 09:42 PM by Plane Sailing
Updated 3rd July 2008 at 09:49 PM by Plane Sailing
I've got a few house rules at the moment, to keep things fitting better with the 'heroic tier' as I envisage it for this game.

1) Dragonborn don't start off with a breath weapon. Gaining a breath weapon is a paragon tier feat for them. In its place they gain an elemental resistance (same rate as the tiefling). Should they get a breath weapon in the future, its type is the same as the energy resistance they've had since they were a shell.

2) Eladrin don't get 'Fey step' teleportation. Instead, they all get a wizard cantrip of their choice as a per-encounter ability. This reflects their innate magical ability well for my campaign, while teleporting 1st level characters doesn't fit my theme at all well!

If any more come up, I'll include them here too.

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Posted in Storyhour , 4e Rules
Views 1072 Comments 12
Total Comments 12

Comments

  1. Old
    Wil's Avatar
    I like those...they fit in well with what I'm considering for my own campaign.
    permalink
    Posted 3rd July 2008 at 09:56 PM by Wil Wil is offline
  2. Old
    Mustrum_Ridcully's Avatar
    I think the Eladrin power might be a little to weak now.

    This is what I want to use for my Faen Quickling power:
    Quickling Stride – Racial Power
    You burst into motion.
    Encounter – Fey
    Action: Minor; Target: Personal
    Effect: The Quickling Faen may move at his speed.

    Though generally, I like the idea of the cantrip, but what's the benefit for an Eladrin Wizard?
    permalink
    Posted 3rd July 2008 at 10:16 PM by Mustrum_Ridcully Mustrum_Ridcully is offline
  3. Old
    Asmor's Avatar
    I've got to admit that the eladrin power does seem kind of... unusual for something available to a first level character (and especially considering the implication that all eladrin possess such an ability), but I think that if I were an eladrin player subjected to that substitution I'd scream bloody murder.

    How about a wizard at-will power as an encounter power instead?
    permalink
    Posted 3rd July 2008 at 10:58 PM by Asmor Asmor is offline
  4. Old
    Plane Sailing's Avatar
    @Mustrum

    The power is admittedly useless for Eladrin wizards, the jury is out about whether or not that would be a problem. I could allow Eladrin wizards an extra At-Will (like humans have), but I'll not go that route unless I really need to.

    @Asmor

    My existing Eladrin player is delighted with it - he has chosen "Light" as his cantrip, and the fact that as a warlock (although potentially as any other character class) he can produce as much light as he needs whenever he needs it is quite nice. That is perhaps the weakest of them too.

    The 'Wizard at-will as an encounter power' would tread on the half-elf too much for my liking.

    Cheers
    permalink
    Posted 3rd July 2008 at 11:22 PM by Plane Sailing Plane Sailing is offline
  5. Old
    Wik's Avatar
    The Eladrin power, to me, isn't all that high magic. It's really a matter of stepping behind a tree, and reappearing behind a door, or something. A trick we see in movies all the time.

    The eladrin in our group used it against the goblin hexer's "Move and take damage" effect as a means to bypass it, and disappeared into a nearby room. Worked out well.
    permalink
    Posted 5th July 2008 at 05:38 AM by Wik Wik is offline
  6. Old
    Plane Sailing's Avatar
    Something I would like to give Eladrin would be the utility power to 'open a door between the world and the Feywild' - probably as a daily utility power.

    Not something that is particularly useful in combat situations, but something that would make stepping between the two worlds something that the players could control should they wish.

    Of course the normal provisos stand, so if you are in a dungeon constructed underground, the door to the Feywild just opens on packed earth...
    permalink
    Posted 5th July 2008 at 10:44 PM by Plane Sailing Plane Sailing is offline
  7. Old
    MichaelSomething's Avatar
    The reason that Eladrin get Fey Step is because a teleport power is very good; good enough to make up for the fact that their stat boosts are sort of subpar. You may be nerfing Eladrin by doing this.
    permalink
    Posted 5th July 2008 at 11:16 PM by MichaelSomething MichaelSomething is offline
  8. Old
    Plane Sailing's Avatar
    It is a minor nerf for the sake of this campaign. The existing Eladrin player is very happy with what he is getting out of it (and happily chose Eladrin over other potential races).

    I'm not seeing a problem with it, personally.

    Cheers
    permalink
    Posted 6th July 2008 at 12:10 AM by Plane Sailing Plane Sailing is offline
  9. Old
    Mustrum_Ridcully's Avatar
    Quote:
    Something I would like to give Eladrin would be the utility power to 'open a door between the world and the Feywild' - probably as a daily utility power.
    Interesting idea. The Artificer in Dragon introduces a new type of "casting time" for powers - short rest.

    Maybe it could work as a short-rest daily utility power? So, the Eladrin spends 5 minutes searching for the right way into the Feywild (or performs a ritual, or any mix of it), and then it opens...
    permalink
    Posted 6th July 2008 at 12:32 AM by Mustrum_Ridcully Mustrum_Ridcully is offline
  10. Old
    Plane Sailing's Avatar
    Or perhaps the easiest alternative is to give all Eladrin a special ritual for opening a gateway between the world and the feywild. Requires 10 minutes, 50gp and an Arcana check. Doesn't require ritual casting feat as it is a 'racial' ritual. The gateway remains open for 6 seconds.
    permalink
    Posted 7th July 2008 at 02:26 PM by Plane Sailing Plane Sailing is offline
  11. Old
    Wik's Avatar
    Well, in my campaign, Eladrin (and drow, the "unseelie" to the eladrin's "Seelie") have the ability to find a gate to the feywild (the "Twlight Court"). they do this by spending a lot of time searching the world for natural clues, sort of a skill challenge. Eventually, they find a gateway - but that gateway will only exist for a short while, meaning the Eladrin cannot use it again.

    It's free to do, but usually takes time - anywhere from a few days to a few weeks, depending on their skill checks.
    permalink
    Posted 10th July 2008 at 01:32 AM by Wik Wik is offline
  12. Old
    CapnZapp's Avatar
    I think it would be very hard to take out Teleport powers of the game, even at 1st level. Doesn't certain classes get Teleports as encounter/daily powers already at 1st or 2nd level?

    For a reasonably teleport-free game, I think you'd have to wait for Necromancer Games "4E Classic"...
    permalink
    Posted 22nd April 2009 at 10:59 AM by CapnZapp CapnZapp is offline
 
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