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General Tabletop Discussion
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D&D Older Editions
A few questions about modifying 4e rules.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4633746" data-attributes="member: 710"><p>1) </p><p>Random Hit Points: Well, there are some drawbacks to it. I liked the Iron Heroes method best - roll 1d4+an amount depending on your class.</p><p>To get approximately the same values as in 4E, use</p><p>4 hp per level = 1d4+2</p><p>5 hp per level = 1d4+3</p><p>6 hp per level = 1d4+4</p><p>7 hp per level = 1d4+5 (I think there is no class with that yet, but it come with PHB 2)</p><p></p><p>2) Cleric Healing.</p><p>I wouldn't change that. The healing surges are basically one of your critical "per day" resources and if the Cleric can ignore them, he becomes more powerful then other Leader classes. Note that the Cleric has some powers (among them utlity powers) that let him do what you want (Cure Light Wounds, Cure Serious Wounds, mass Cure Wounds are the most obvious ones, but there are more.)</p><p></p><p>3) Rituals</p><p>Rituals are basically what you might see "normal" people do in fantasy books or shows. Giles casting a ritual to help Buffy. In pre 4E terms, you could see taking the Ritual Caster feat as a type of multiclassing into a spellcaster. (And if you still allow that but want to limit Ritual Casting further, multiclassing should allow access to rituals.) </p><p></p><p>4) I think it would not be too broken to let them keep the powers, but do not change the number of Encounter or Daily powers. If they get the option to retrain a 3rd level encounter power for a 13th level, the would learn the new power and each encounter had a choice between casting the 13th level encounter power or the 3rd level power, but not both.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4633746, member: 710"] 1) Random Hit Points: Well, there are some drawbacks to it. I liked the Iron Heroes method best - roll 1d4+an amount depending on your class. To get approximately the same values as in 4E, use 4 hp per level = 1d4+2 5 hp per level = 1d4+3 6 hp per level = 1d4+4 7 hp per level = 1d4+5 (I think there is no class with that yet, but it come with PHB 2) 2) Cleric Healing. I wouldn't change that. The healing surges are basically one of your critical "per day" resources and if the Cleric can ignore them, he becomes more powerful then other Leader classes. Note that the Cleric has some powers (among them utlity powers) that let him do what you want (Cure Light Wounds, Cure Serious Wounds, mass Cure Wounds are the most obvious ones, but there are more.) 3) Rituals Rituals are basically what you might see "normal" people do in fantasy books or shows. Giles casting a ritual to help Buffy. In pre 4E terms, you could see taking the Ritual Caster feat as a type of multiclassing into a spellcaster. (And if you still allow that but want to limit Ritual Casting further, multiclassing should allow access to rituals.) 4) I think it would not be too broken to let them keep the powers, but do not change the number of Encounter or Daily powers. If they get the option to retrain a 3rd level encounter power for a 13th level, the would learn the new power and each encounter had a choice between casting the 13th level encounter power or the 3rd level power, but not both. [/QUOTE]
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