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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E and the Low-Fantasy Campaign
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<blockquote data-quote="DSRilk" data-source="post: 4253793" data-attributes="member: 35212"><p>If you want to be able to use monster creation rules and such, then you'll probably want to add into the character what magic items give to characters. In short, +1 to attack and all defenses every 5 levels starting at level 3 (Mearls has said that items are expected to go from +1 from levels 1-5 to +6 at levels 25-30) plus a magic-item-like power roughly every 4th level (per the magic item preview: 4 items per level per 5 characters with armor, weapon, and neck slots being upgraded 5 times each for new bonuses gives 24 - 15 items over the course of 30 levels). In order to maintain the low magic world, I'd make sure to pick powers that were less magical in nature (like the 1/day extra healing surge found on one of the items in KotS).</p><p></p><p>As the other poster said, I'd be very careful about what rituals you allow. You might also want to consider rules for actual wounds. One example would be a character being wounded once they hit 0 hit points. Wounded could be a state where characters could only use 1 healing surge per day and had to make a save (same one they use to avoid death while "dying") in order for it to take effect. Wounded characters might also suffer -2 to all actions. The wounded state is removed once a character reaches max hit points again. This would stop characters from popping out of unconsciousness during combat and would require them to actually heal once truly wounded while still allowing hit points to represent fatigue, etc.</p><p></p><p>You might also want to consider allowing characters to choose from any martial powers of their level, but only allowing them to pick one set of class features. This would allow fighters to dual wield without having to be woodsmen, for example. I'd do some playing around with power combinations before allowing this one though -- it's hard to say if this would work without looking through all the rules.</p></blockquote><p></p>
[QUOTE="DSRilk, post: 4253793, member: 35212"] If you want to be able to use monster creation rules and such, then you'll probably want to add into the character what magic items give to characters. In short, +1 to attack and all defenses every 5 levels starting at level 3 (Mearls has said that items are expected to go from +1 from levels 1-5 to +6 at levels 25-30) plus a magic-item-like power roughly every 4th level (per the magic item preview: 4 items per level per 5 characters with armor, weapon, and neck slots being upgraded 5 times each for new bonuses gives 24 - 15 items over the course of 30 levels). In order to maintain the low magic world, I'd make sure to pick powers that were less magical in nature (like the 1/day extra healing surge found on one of the items in KotS). As the other poster said, I'd be very careful about what rituals you allow. You might also want to consider rules for actual wounds. One example would be a character being wounded once they hit 0 hit points. Wounded could be a state where characters could only use 1 healing surge per day and had to make a save (same one they use to avoid death while "dying") in order for it to take effect. Wounded characters might also suffer -2 to all actions. The wounded state is removed once a character reaches max hit points again. This would stop characters from popping out of unconsciousness during combat and would require them to actually heal once truly wounded while still allowing hit points to represent fatigue, etc. You might also want to consider allowing characters to choose from any martial powers of their level, but only allowing them to pick one set of class features. This would allow fighters to dual wield without having to be woodsmen, for example. I'd do some playing around with power combinations before allowing this one though -- it's hard to say if this would work without looking through all the rules. [/QUOTE]
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