PeelSeel2
Explorer
We are developing and playing a version of 4e which we call 'bloody' D&D. Here is how it works. Old-Timers like myself will recognize a lot of it.
All Characters roll 3d6 for stats 7 times, take the best 6. They apply racial bonuses to the stat. The following chart gives the character their ability mod.
Stat Ability Mod
3 -3.5
4 -3
5 -2.5
6 -2
7 -1
8 -1
9 +0
10 +0
11 +0
12 +1
13 +1.5
14 +2
15 +2.5
16 +3
17 +3.5
18 +4
The Character writes the ability Mod on the character sheet and we throw away the stat. It has no relevance in 4e. Any .5 stat is of course rounded down when figuring bonuses, but we need to keep it for stat mod advancement.
Next for starting HP, the character only gets his class base. No CON added. So Controller 10hp, Striker 12hp, Defender 15hp. Advancement through levels is the same as book.
Player completes character generation normally.
Monsters are changed in this way. For average monsters, we divide the standard monster's HP by 4. They are worth 1/4 XP, but in every other way are exactly like their base. For above average monsters, we divide the HP by 2 and XP by 2, and for advanced monsters, we keep them per book.
We are making up and playing with different conditions. One I called Prisoner Malady. One of the characters had been captured by an enemy organization through his own doing. Prisoner malady can only be broken by hope, otherwise they have 10hp, no surges, and no powers, due to being beat down, starved, and tortured. When the character's came to rescue him, he had hope, and went back to normal.
So far it has been fun and very deadly. The players realize that they are going to roll a lot of characters up. They are fine with it. So far 1-2 deaths per session, with last session being an exception. Combat is fast and furious, and the consequences are also that way. The first module I want to run them through for a campaign like this is Temple of Elemental Evil. I ran it in college, and the characters got down to the third level of the dungeon in many, many sessions. Never finished it.
All Characters roll 3d6 for stats 7 times, take the best 6. They apply racial bonuses to the stat. The following chart gives the character their ability mod.
Stat Ability Mod
3 -3.5
4 -3
5 -2.5
6 -2
7 -1
8 -1
9 +0
10 +0
11 +0
12 +1
13 +1.5
14 +2
15 +2.5
16 +3
17 +3.5
18 +4
The Character writes the ability Mod on the character sheet and we throw away the stat. It has no relevance in 4e. Any .5 stat is of course rounded down when figuring bonuses, but we need to keep it for stat mod advancement.
Next for starting HP, the character only gets his class base. No CON added. So Controller 10hp, Striker 12hp, Defender 15hp. Advancement through levels is the same as book.
Player completes character generation normally.
Monsters are changed in this way. For average monsters, we divide the standard monster's HP by 4. They are worth 1/4 XP, but in every other way are exactly like their base. For above average monsters, we divide the HP by 2 and XP by 2, and for advanced monsters, we keep them per book.
We are making up and playing with different conditions. One I called Prisoner Malady. One of the characters had been captured by an enemy organization through his own doing. Prisoner malady can only be broken by hope, otherwise they have 10hp, no surges, and no powers, due to being beat down, starved, and tortured. When the character's came to rescue him, he had hope, and went back to normal.
So far it has been fun and very deadly. The players realize that they are going to roll a lot of characters up. They are fine with it. So far 1-2 deaths per session, with last session being an exception. Combat is fast and furious, and the consequences are also that way. The first module I want to run them through for a campaign like this is Temple of Elemental Evil. I ran it in college, and the characters got down to the third level of the dungeon in many, many sessions. Never finished it.