cavalier973
Hero
I am playing around with doing a rules mash-up of my two favorite D&D rulesets: Basic (Moldvay B/X, BECMI, RC) and 4e, and am soliciting advice and ideas.
The base rules would be 4e, with Basic elements mixed in.
For example: XP for Treasure is definitely on the table, but how much XP should be awarded for killing monsters?
Race-as-class? Of course. How would one build the Elf, Dwarf, and Halfling classes?
At name level (9, or 10?), what rules would facilitate the "political" side of the game introduced in the Moldvay/Mentzer Expert and Companion sets?
Rolling for stats...maybe 2d6+6, in order, instead of 3d6?
Basic's Saving throws will likely remain supplanted by 4e's Four Defenses model, but an argument could be made to somehow reintroduce them.
Alignments would be Law, Chaos, and Unaligned, and, yes, the former two alignments would get their alignment languages.
I like the Nentir Vale campaign setting, but perhaps Pelor, Avandra, and the rest are Immortals rather than gods.
I don't think it possible to implement non-variable (d6) weapon damage, but I would like to try.
I don't have a lot of time, right now, but I plan to post ideas of mine own, from time to time.
The base rules would be 4e, with Basic elements mixed in.
For example: XP for Treasure is definitely on the table, but how much XP should be awarded for killing monsters?
Race-as-class? Of course. How would one build the Elf, Dwarf, and Halfling classes?
At name level (9, or 10?), what rules would facilitate the "political" side of the game introduced in the Moldvay/Mentzer Expert and Companion sets?
Rolling for stats...maybe 2d6+6, in order, instead of 3d6?
Basic's Saving throws will likely remain supplanted by 4e's Four Defenses model, but an argument could be made to somehow reintroduce them.
Alignments would be Law, Chaos, and Unaligned, and, yes, the former two alignments would get their alignment languages.
I like the Nentir Vale campaign setting, but perhaps Pelor, Avandra, and the rest are Immortals rather than gods.
I don't think it possible to implement non-variable (d6) weapon damage, but I would like to try.
I don't have a lot of time, right now, but I plan to post ideas of mine own, from time to time.