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<blockquote data-quote="Cyvris" data-source="post: 6966060" data-attributes="member: 81262"><p>Glad you asked, since I've started a rather meaty 4e homebrew project focused mostly on punching up "Roleplay" and making each class feel a little bit more unique with actual class feature choices. </p><p></p><p>Using the Essential's Mage as inspiration, I've decided to create a similar "Apprentice/Adept/Expert" style of class features for all the original classes. Some of it I'll freely take from Essentials (Mage and Warpriest are being folded into their parent classes, and their granted features are coming along) while other parts I'm going to take from Feats, which really need a good culling anyway. I'm going to pull some from 5e as well. The main "goal" is for each character to gain two "Novice" features, two adept, and one expert, mostly so there is actual progression of class features in heroic tier. </p><p></p><p>I'm also working on a simple Skill Point system; characters gain two "points" at levels 2/6/10 to invest in their skills. Each point in a skill unlocks (for free) the skill powers that correspond to that level. I'll be fleshing out some of them so they are generally equal, as well as adding a few new skills (again mostly pulled form 5e) to help round out the list. </p><p></p><p>Finally, I'm adding "Ritual Points" as a sort of Vancian system for 4e rituals. It should encourage them to be used more often. I'm rewriting a chunk of the ritual list, grabbing spells from other editions to round it out. I've not determined if I'll keep it tied to 4e levels or make it have the more traditional levels 1-9. </p><p></p><p></p><p>My "future" goal is to tweak 4e math down closer to 5e's Bounded Accuracy, though I have no idea how well that would go. Defenses and DCs should be simple enough, but monster hp vs PC damage is where I feel I'll stumble if I rip out the "1/2 level bonus".</p></blockquote><p></p>
[QUOTE="Cyvris, post: 6966060, member: 81262"] Glad you asked, since I've started a rather meaty 4e homebrew project focused mostly on punching up "Roleplay" and making each class feel a little bit more unique with actual class feature choices. Using the Essential's Mage as inspiration, I've decided to create a similar "Apprentice/Adept/Expert" style of class features for all the original classes. Some of it I'll freely take from Essentials (Mage and Warpriest are being folded into their parent classes, and their granted features are coming along) while other parts I'm going to take from Feats, which really need a good culling anyway. I'm going to pull some from 5e as well. The main "goal" is for each character to gain two "Novice" features, two adept, and one expert, mostly so there is actual progression of class features in heroic tier. I'm also working on a simple Skill Point system; characters gain two "points" at levels 2/6/10 to invest in their skills. Each point in a skill unlocks (for free) the skill powers that correspond to that level. I'll be fleshing out some of them so they are generally equal, as well as adding a few new skills (again mostly pulled form 5e) to help round out the list. Finally, I'm adding "Ritual Points" as a sort of Vancian system for 4e rituals. It should encourage them to be used more often. I'm rewriting a chunk of the ritual list, grabbing spells from other editions to round it out. I've not determined if I'll keep it tied to 4e levels or make it have the more traditional levels 1-9. My "future" goal is to tweak 4e math down closer to 5e's Bounded Accuracy, though I have no idea how well that would go. Defenses and DCs should be simple enough, but monster hp vs PC damage is where I feel I'll stumble if I rip out the "1/2 level bonus". [/QUOTE]
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