How about instead of refering to 4e as Vista or The Phantom Menace or other not so subtle jabs and insults, we refer to it as it is.
4e is the newest edition of D&D that some people dislike, and in their dislike they claim that it does not represent their ideals for what a D&D game should be.
Seriously, I like Pathfinder and 4e.
It can be done. The edition war exists only within hate-fans. And there are easily both on both sides.
What's hilarious is how much flak I got for saying "Yo stop hating editions." I mean, really? You're going to get mad because I'm saying an edition
isn't bad? Think that through, a bit.
Sounds excellent!
If you can sum them up in a Readers' Digest form, what major changes/houserules did you do?
Lanefan
All rituals have had their casting time and duration halved and doubled, respectively.
I don't have it online yet (been meaning to), but I've developed what I've tenatively called "Talents." At first, third, and every three levels afterwards (so, just like 3e feats), characters get a Talent. I've made a bunch of 'em, both generalized and race specific designed to fit with the setting. The idea is that talents give you a little bonus or fluffy-thing that doesn't effect combat, but is "cool." So one gives you the linguist feat to learn a language, one gives you ritual caster, etc, etc. That kind of thing.
The race specific ones are all tied into the setting, and some give literally no mechanical benefit at all - halflings can take Skywhale Tamer, which means before they joined the Vavernian Expedition (think: adventurers guild) they were one of the Skywhale Tamers. No mechanical benefits, but it means they'd be well respected amongst other halflings, and they'd have connections with merchants, ports, and even some nobles. Gnomes have two "paths" they can go down, one which gives them a mechanical limb that they develop into doing different gadgetry (such as holding an item they can draw as a free action or counting as a weapon that can't be disarmed), and the other goes into them making a tiny golem to serve them (doesn't act in combat, but outside of combat, I'm sure you can imagine the utility
)
I also use DMG2/Dark Sun's inherent bonuses system. There isn't a single +x item in the game - whatever magic items they get, they get because they're cool and useful, not because of maths
. It also lets me give gold a real value outside of using it as a separate point buy system of character advancement. The nature of belonging to an adventurer's guild type system means I can start them off with supplies on each mission, which helps encourage ritual use since they don't need to buy ritual supplies unless they want that extra oomph (which they've done, and it's certainly come in handy).
But yeah, I haven't changed the actual chasis or pretty much any of the rules. Most of what I do is just combining the rules in different ways and adding my own thing.