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D&D 4E suggestions for 4e ideas easy enough to HR now?

evilbob

Adventurer
Sorry if this thread has already been done (and done to death) but this particular forum is not really easy to glean.

After looking over a few of the ideas that seem to be some of the core concepts of 4E, I was wondering if anyone had a list or would care to contribute to a list of "things that are easy enough to HR right now." I am not looking for evaluations of 4E ideas: please leave your flames at the door. I am only looking for ideas that are coming down the pipe that are either a) easy enough to replicate or b) have been pretty much previewed/spoilt already, AND that could be integrated into a current 3.5 game.

For example: I read about how the skill list will be combined and simplified to about half as many skills. I took this idea along with one or two of the new skill names and easily went through and took the existing skill list of 45 (including Knowledges) down to 22 in very little time. I also think it will be fairly simple to integrate into an existing 3.5 game, because almost all 3.5 skills are represented as some part of my new skill list - so there's a more-or-less direct conversion method. This is what I would call "easy to integrate."

However, there are some concepts that seem like they would be harder. I thought about trying to tackle the "bloodied" or "1/2 HP" idea, but while I could come up with several neat ideas for how this affects gameplay, I couldn't really generate enough to balance out all the different classes and monsters and everything like that. Something that depends on lots of new content generation is what I would call "hard to integrate."

Perhaps a better way to describe what I'm looking for is: what are ideas that 4E has that basically amount to "paring down" existing 3.5 rules, as opposed to "bringing in new" rules?

Some other ideas I've had are "making grappling simpler" and maybe even trying to tackle "reduce dependency of 'per day' mechanic for casters." The former seems exactly like what I'm trying to do while the latter seems somewhat close and maybe possible, but perhaps not.

Any other constructive thoughts?
 

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I use action points in my campaign right now. It helps get rid of a lot of those "great idea but sucky roll" situations, and helps prevent PC death.
 

Chuangel said:
I use action points in my campaign right now. It helps get rid of a lot of those "great idea but sucky roll" situations, and helps prevent PC death.

So do I. I also added the second wind rule from SWSE as soon as I read the book.
 

My group's game is on hiatus for the holidays right now, but when we get started up again next month I may just have to have an adventure centering around the great Gnome Genocide. :D
 

Quest cards. Write on them the current quest they are doing. Designate what level the quests are.

XP: For completion of the quest:
Minor quests, give XP for defeating a CR equivalent of their level.
Major quests, give Xp for defeating a CR of their level +3.
 

Less reliance on "big six" of magic items.

Remove from the game all items that increase ability scores, rings of protection, and cloaks of resistance. Double the costs of +X weapons and armors enhancements. In their place, grant all players (and maybe NPCs as well so they are more of a threat at later levels) a +1 bonus to all ability scores every 3 levels (2, 5, 8, 11...).
At high levels players will lag a little in pure numbers, but they will be far less dependant on magic gear and will have other, more interesting items to use.
 

If I was serious about trying to start a 'known 4e principles' game I'd probably do the following:

Turn Fort, Ref and Will saves into defences.

Make Fort, Ref, Will and BAB into things that are +1/2 levels

Derive appropriate static class bonuses to BAB/Fort/Ref/Will by using Star Wars Saga Edition as the guide for what is appropriate at 1st level.
 

Plane Sailing said:
If I was serious about trying to start a 'known 4e principles' game I'd probably do the following:

Turn Fort, Ref and Will saves into defences.

Make Fort, Ref, Will and BAB into things that are +1/2 levels

Derive appropriate static class bonuses to BAB/Fort/Ref/Will by using Star Wars Saga Edition as the guide for what is appropriate at 1st level.
Don't forget a bump in AC every +1/2 levels.
 

Rechan said:
Don't forget a bump in AC every +1/2 levels.

Yep, that too.

(I'd probably try out some likely house rules too - I know that Mike Mearls has reported that "they looked at armour as DR but it didn't work", but I'd like to look at it myself too - especially with not knowing how they handled it. If he attempted it the same was as Iron Heroes for instance, I'm not surprised it didn't work. Clunky old system there!
 

Give Dwarves low-light vision.

Instead of 3.5E Fighters, Rogues or Monks, use Warblades and Swordsages.

Nuke ability boosting items. Given everyone a flat +1 Att, AC and Saves every 3 levels to keep CR in whack until replaced next June.
 

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