Nytmare
David Jose
First and foremost, though I have lots of experience with 4E, I've never run or played anything past the Heroic Tier, so I don't have a really good handle on what the Paragon power level is like.
My last campaign ended a while back, and we've been looking to start things up fresh. In the end, we decided to roll up our sleeves and start an 11th level, 4th Edition, heavily house ruled, Scarred Lands game.
Character's will be limited to last October's Character Builder (build 230055) minus Dragon and Dungeon Magazine material.
Problem one. We will be using inherent bonuses, and though I'm pretty sure I've got a handle on them, I'm not sure what kinds of limits I should be putting on what characters are starting with, aside from halved treasure. I was imagining something along the lines of "half starting money, and choose any three, common(?), heroic tier items, realizing that you already have a +2 to attacks, damage, and defenses, and that the bonuses won't stack." Is that too limiting?
Problem two. Rituals are going to be something close to Colmarr's House Ruled Rituals, specifically in the realm of casting times and using healing surges to shorten them (I'm thinking maybe 5 rounds/short rest/extended rest/full day). Anyone have any suggestions or experience with alternate ritual systems?
Three. The Scarred Lands had a system of Invocation Benefits. Basically, what they allowed you to do was spend rounds praying to the setting's deities to gain various benefits. For our game, what I'd like the translation to be is characters spending a standard action to make a religion check (up to three consecutive turns for better and better bonuses), and sacrificing an Action Point (we have roughly twice as many, half powered APs) to gain an assortment of bonuses to skill, attack, damage, and/or defenses. The problem is that I have no idea what I should really be patterning these bonuses off of. The DC check I'm imagining would be an easy to medium DC based off your level and whether or not you are a follower of said deity. I just can't decide where the balance point should be between what kinds of effects I want, and what makes for a good trade for lost turns and action points.
More to come, I'm sure.
My last campaign ended a while back, and we've been looking to start things up fresh. In the end, we decided to roll up our sleeves and start an 11th level, 4th Edition, heavily house ruled, Scarred Lands game.
Character's will be limited to last October's Character Builder (build 230055) minus Dragon and Dungeon Magazine material.
Problem one. We will be using inherent bonuses, and though I'm pretty sure I've got a handle on them, I'm not sure what kinds of limits I should be putting on what characters are starting with, aside from halved treasure. I was imagining something along the lines of "half starting money, and choose any three, common(?), heroic tier items, realizing that you already have a +2 to attacks, damage, and defenses, and that the bonuses won't stack." Is that too limiting?
Problem two. Rituals are going to be something close to Colmarr's House Ruled Rituals, specifically in the realm of casting times and using healing surges to shorten them (I'm thinking maybe 5 rounds/short rest/extended rest/full day). Anyone have any suggestions or experience with alternate ritual systems?
Three. The Scarred Lands had a system of Invocation Benefits. Basically, what they allowed you to do was spend rounds praying to the setting's deities to gain various benefits. For our game, what I'd like the translation to be is characters spending a standard action to make a religion check (up to three consecutive turns for better and better bonuses), and sacrificing an Action Point (we have roughly twice as many, half powered APs) to gain an assortment of bonuses to skill, attack, damage, and/or defenses. The problem is that I have no idea what I should really be patterning these bonuses off of. The DC check I'm imagining would be an easy to medium DC based off your level and whether or not you are a follower of said deity. I just can't decide where the balance point should be between what kinds of effects I want, and what makes for a good trade for lost turns and action points.
More to come, I'm sure.
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