RangerWickett
Legend
So, when I run 4e, this is what I'm shooting for:
1. Inherent bonuses without magic items. At 3rd level you get a +1 inherent bonus to all attack and damage rolls. This increases to +2 at 7th, +3 at 13th, +4 at 17th, +5 at 23rd, and +6 at 27th.
At 5th level you get a +1 inherent bonus to all defenses. This increases to +2 at 9th, +3 at 15th, +4 at 19th, +5 at 25th, and +6 at 29th.
2. One Action Point per encounter. They don’t carry over to later encounters.
3. Daily items have just the daily limit, not the encounter limit.
4. A multiclass feat, in addition to its existing benefits, lets you choose powers from that class, without requiring a power swap feat. Since enhancement bonuses from magic items don’t exist, feel free to flavor your implements however you want, or ignore them entirely.
5. Any effect that is based on a stat’s bonus acts as if you had at least a 14 in that stat. Any effect that requires a certain build functions as if you have that build, if it is applicable. (For instance, storm sorcerers can take powers intended for cosmic sorcerers without feeling like chumps.)
6. Every character gets a Do Something Cool power card.
7. If you roll a die off the table and lands on 20, it counts.
1. Inherent bonuses without magic items. At 3rd level you get a +1 inherent bonus to all attack and damage rolls. This increases to +2 at 7th, +3 at 13th, +4 at 17th, +5 at 23rd, and +6 at 27th.
At 5th level you get a +1 inherent bonus to all defenses. This increases to +2 at 9th, +3 at 15th, +4 at 19th, +5 at 25th, and +6 at 29th.
2. One Action Point per encounter. They don’t carry over to later encounters.
3. Daily items have just the daily limit, not the encounter limit.
4. A multiclass feat, in addition to its existing benefits, lets you choose powers from that class, without requiring a power swap feat. Since enhancement bonuses from magic items don’t exist, feel free to flavor your implements however you want, or ignore them entirely.
5. Any effect that is based on a stat’s bonus acts as if you had at least a 14 in that stat. Any effect that requires a certain build functions as if you have that build, if it is applicable. (For instance, storm sorcerers can take powers intended for cosmic sorcerers without feeling like chumps.)
6. Every character gets a Do Something Cool power card.
7. If you roll a die off the table and lands on 20, it counts.