RyvenCedrylle
First Post
I like a good homebrew as much as the next guy, but at this point you might as well write the game from scratch. It's not even 4E, really, because you're shifting focus from role by class to role by ethos. Class and ethos are becoming redundant in the design space you're headed into. You're going to save yourself and your players a lot of time and headaches by not reinventing this wheel.
4E is effect-based design. Cleave, Great Cleave, Twin Strike, Divine Bolts and Dual Strike(? - the Tempest Fighter one) are all the same thing in different strengths: hit two things. Thunderwave and Thunder of Judgement are the same thing: blast enemies away from a central point. Sly Flourish, Curse of the Dark Dream and Tide of Iron are the same thing: Hit one thing and move it. If I were going to try this, I would eliminate classes completely and assign an ethos to each power based on its crunch, not its fluff. Stuff that all does more or less the same thing -- another one, Ray of Frost, Frostblade and Grasping Shards: hit and slow -- is all the same ethos. Ignore damage types, they're easily changed.
Each level, figure out how many powers you have from each role (Defender, Striker, Controller and Leader) and gain HP appropriately. For class features, pick a class you have at least one at-will in. It's kinda dirty, but you don't need really well defined classes for your setting anyway, at least from the outside looking in.
4E is effect-based design. Cleave, Great Cleave, Twin Strike, Divine Bolts and Dual Strike(? - the Tempest Fighter one) are all the same thing in different strengths: hit two things. Thunderwave and Thunder of Judgement are the same thing: blast enemies away from a central point. Sly Flourish, Curse of the Dark Dream and Tide of Iron are the same thing: Hit one thing and move it. If I were going to try this, I would eliminate classes completely and assign an ethos to each power based on its crunch, not its fluff. Stuff that all does more or less the same thing -- another one, Ray of Frost, Frostblade and Grasping Shards: hit and slow -- is all the same ethos. Ignore damage types, they're easily changed.
Each level, figure out how many powers you have from each role (Defender, Striker, Controller and Leader) and gain HP appropriately. For class features, pick a class you have at least one at-will in. It's kinda dirty, but you don't need really well defined classes for your setting anyway, at least from the outside looking in.