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  1. K

    Heroic Heritages

    I've started to design a few heroic heritages for my own campaign, following a slightly different model. My campaign is going to be a low-magic, humans-only game in a pulpy, gritty world inspired by Robert E. Howard, Fritz Leiber, and Glen Cook. There are no Divine classes, and with the...
  2. K

    Minions require attack roll to be killed

    There's nothing to track for each minion; under my rule, minions have a global -2 to saves, like elites have a +2 and solos a +5.
  3. K

    Impilturan Demonslayer

    No. Multiclass rangers don't have a fighting style, so they can't take the paragon path.
  4. K

    Minions require attack roll to be killed

    Personally, I prefer saves to tracking bloodied because it's a one-time thing. Minion takes passive damage > roll save. Passed? Still alive, nothing to track. Failed? Dead, nothing to track. Compared to bloodied, where I have to remember/mark each bloodied minion, it's a much smaller investment...
  5. K

    That low magic progression table?

    Personally, I'd still hand out masterwork armor as treasure at the appropriate levels. Players like getting shinies.
  6. K

    Warlord and Tactical Shift

    The text in the book is vague, and I'm not going to argue whether the book says you can or can't. I'm just saying I would allow it, because it's an unusual and clever use of a power that doesn't come up very often. 1) I have absolutely no problem with players knowing the effects of an action...
  7. K

    Mental Abilities in Combat

    Too schizophrenic. You've got abilities increasing the range of your attack, then rewarding you for attacking people within a very few squares--and the +1 to hit feels tacked on. As far as "weird wording" goes, it's no different than the wording on damage resistance, and it's really very...
  8. K

    That low magic progression table?

    Just remember to scale the property/power based on the player's inherent awesome bonus; e.g. if the players have Shadowflow Armor, remember to upgrade the concealment to invisibility when the player's inherent awesome bonus hits +5.
  9. K

    That low magic progression table?

    Actually, yeah, that's a good point, the game expects people to probably have those +1s around third level or so.
  10. K

    That low magic progression table?

    Every five levels, so 5, 10, 15...
  11. K

    4th edition elven and dwarven fonts?

    They're definitely custom in-house fonts. Until some fan makes a clone of them, you're not going to find them. If you're tech-savvy and have the legit pdf copy of the PHB, there might be a way to extract the font from the PDF file--the samples in the book have all 26 letters and 0-9, so you'd...
  12. K

    Minions require attack roll to be killed

    I like this, but I'd make one small adjustment: Minions only save against damage that is purely automatic. If the damage required an attack roll at all to be triggered (even if it was against another enemy), the minion dies automatically. That keeps things like Cleave and splash-damage effects...
  13. K

    Homebrew Poisons

    This is a very good point--I suppose it depends on what the player wants to do with poison. Does he want to smear it on his sword and poke people? Better to stick with ongoing poison damage, most enemies won't stick around long enough for a disease-like poison to matter. Does he want to be a...
  14. K

    That low magic progression table?

    You could juggle it up a little--after all, the magic-item progression assumes that PCs will have some items ahead of their level and some lagging behind. If you felt industrious, you could probably break things out into an every-three-levels progression and come up with a few different...
  15. K

    Mental Abilities in Combat

    Pretty solid ideas. I think the Aim action could use a little more work, but that's mainly because I don't see many encounters happening at long-enough range to make it worthwhile. I'd go with something like "you may reduce any attack roll penalties caused by range, cover (including superior...
  16. K

    Minions require attack roll to be killed

    This makes powers like Cleave and a lot of controller-esque damaging Zone powers significantly less useful.
  17. K

    That low magic progression table?

    It's just the properties of a magic weapon, armor, and neck-slot Defense booster item at each item level: +1 to hit, damage, AC, Fort, Ref, and Will Defense, and +1d6 damage on critical hits per 5 levels.
  18. K

    Warlord and Tactical Shift

    Umm--nothing here would negate the attack, unless you manage to kill the monster in one blow with your OA. A monster can make a ranged attack against you if you're adjacent just as easily as if you're 1 + (warlord's Int bonus) squares away. Wait, what? When the heck did we start talking about...
  19. K

    Warlord and Tactical Shift

    Correct. I agree, because I like rewardding clever tactical thinking.
  20. K

    Fighter's Mark makes DM combat less fun

    No, inanti's entirely correct. Read his post again:
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