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A few questions about modifying 4e rules.
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<blockquote data-quote="Evil_Dead_Jedi" data-source="post: 4632805" data-attributes="member: 77685"><p>So I haven't played 4e yet, and I have been on the cusp of "Ok, I'll try it" and "Hahahaha, I don't think so" since it came out. There are so many things that just seem absurd to me about the system. But I read so many people saying it plays a lot better than it reads. And I really, REALLY, want to give it a fair try. It really does seem video-gamey in a way. But I've been thinking, me and my group really love EverQuest and WoW, so why are we bashing it for being similar to something we love? After thinking that way I really am interested in giving it a try. I figure, if we like it, there is no reason we can't love 4e, 2e, and our EQ 3.x and whatever else we want to play.</p><p> </p><p>But I wanted to get some opinions on changing a few things. I am up for trying rules as written, but if the group ends up not liking a few things (some things mentioned here we've talked about actually) then I wanted to see what you guys have done or would like to do. Mind you, I don't know the rules 100% but I have a general idea of how it works.</p><p> </p><p>1. Bring back the randomness of HP. Instead of getting 6 hp per level, roll 2d3. Or instead of 5 hp, roll 1d4+1. Things of that nature.</p><p> </p><p>2. Eliminating the need for a cleric to require healing surges being used for his healing spells. This just seems weird. If I have no healing surges, then wouldn't that be the point of the cleric healing me instead of me healing myself?</p><p> </p><p>3. Only letting the cleric/wiz/warlock learn rituals. More than likely, knowing my group, they would role-play this anyway and never have a non-caster class learn rituals anyway, but just an idea.</p><p> </p><p>4. Letting casters keep all of the spells they learned at previous levels and use them if they want. For example, if I learned a spell at lvl 4 and then at lvl 19 I wanted to cast that one I learned at 4 again, it should be ok right? Unless I am not understanding the rules in a way that the lower level spells don't scale for damage as levels rise?</p><p> </p><p> </p><p>Thanks for reading and listening. Again, I am a complete newbie with 4e, but I am eager to give it a try, please don't bash me for my lack of knowledge on how 4e works. I am trying to learn but I have always been a 2e fan and it's sometimes hard to wrap my head around the new rules. My experiences with 3.x are limited to the EverQuest d20 game which I really like (other than skills/feats, which I know 4e has but we can live with it).</p></blockquote><p></p>
[QUOTE="Evil_Dead_Jedi, post: 4632805, member: 77685"] So I haven't played 4e yet, and I have been on the cusp of "Ok, I'll try it" and "Hahahaha, I don't think so" since it came out. There are so many things that just seem absurd to me about the system. But I read so many people saying it plays a lot better than it reads. And I really, REALLY, want to give it a fair try. It really does seem video-gamey in a way. But I've been thinking, me and my group really love EverQuest and WoW, so why are we bashing it for being similar to something we love? After thinking that way I really am interested in giving it a try. I figure, if we like it, there is no reason we can't love 4e, 2e, and our EQ 3.x and whatever else we want to play. But I wanted to get some opinions on changing a few things. I am up for trying rules as written, but if the group ends up not liking a few things (some things mentioned here we've talked about actually) then I wanted to see what you guys have done or would like to do. Mind you, I don't know the rules 100% but I have a general idea of how it works. 1. Bring back the randomness of HP. Instead of getting 6 hp per level, roll 2d3. Or instead of 5 hp, roll 1d4+1. Things of that nature. 2. Eliminating the need for a cleric to require healing surges being used for his healing spells. This just seems weird. If I have no healing surges, then wouldn't that be the point of the cleric healing me instead of me healing myself? 3. Only letting the cleric/wiz/warlock learn rituals. More than likely, knowing my group, they would role-play this anyway and never have a non-caster class learn rituals anyway, but just an idea. 4. Letting casters keep all of the spells they learned at previous levels and use them if they want. For example, if I learned a spell at lvl 4 and then at lvl 19 I wanted to cast that one I learned at 4 again, it should be ok right? Unless I am not understanding the rules in a way that the lower level spells don't scale for damage as levels rise? Thanks for reading and listening. Again, I am a complete newbie with 4e, but I am eager to give it a try, please don't bash me for my lack of knowledge on how 4e works. I am trying to learn but I have always been a 2e fan and it's sometimes hard to wrap my head around the new rules. My experiences with 3.x are limited to the EverQuest d20 game which I really like (other than skills/feats, which I know 4e has but we can live with it). [/QUOTE]
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