GMforPowergamers
Legend
in another thread Lokira pointed out we need a basic game in Walmart stores to bring new blood into the hobby. I wonder how easy it is to do.
I would start with the very basic 4e frame... 1/2 level to attacks and defenses/saves but use a mix of 4e and pathfinder skills... (pathfinder skill rank system but half way between the two for number of skills)
We want 4 classes
Magic user
Healer
Up front warrior
Skill guy
I will call them
Mage
Cleric
Fighter
Rogue
all classes start with Con Score+1hd hit points and a few skill points (+3 to class skills)
Mage 1d4 2+Int mod skills (extra +1 arcana or spellcraft)
Cleric 1d8 2+ int mod skills (extra +1 religion)
Fighter 1d10 4+ Int mod skills
Rogue 1d6 6+ Int mod skills
I can throw out iconic abilities to make the game run smoother
mages
I like the warlock idea so attack spell chosen from: Magic missile (auto hit 1 missle per 2 levels 1d4+1 force damage) Acid orb (ranged attack 1d8+Int mod acid damge and ongoing equal to level save ends) SHocking grasp (touch attack 1d6 electric damage and can be delivered with melee weapon attack) Burnning hands (ref save half 1d4 per 2 levels of fire)
use the pathfinder cantrips, just take out damage causeing ones... prep and at will...
then follow the 3.5 warlock progression of at will spells give them some options but not too many, but add in 4e ritual caster abilities... make Identfy, knock, scrying, scribe scroll, comprehend lang, all rituels
Cleric
I like the idea of the healing word from 4e, but you need to limit it, so I would mix it with the burst heal of pathfinder... minor action heal a ally within range 1HD (so fighters heal a d10 and mages a D4) can be used a number of times per day equal to cha mod+ 1/2 level at level 3 cleric adds there cha mod to healing and at level 5 they can reroll 1's...
give them a very limited list of spells I would use the idea of spheres from 2e, make like 10 spheres each with 2-3 spells per level, you start with access to 3 spheres cast on the fly
give them rituals as mage above...
Fighters
I would take the Bo9S approach but with you picking (like cleric spheres) from 5-6 styles you can start with 2 and learn stances and manuvers... each style will have both at will and encounter manuvers but you choose what you want...
Give them a +1 to hit with weapon attacks at 1st level
Rogue
I would take the 4e essential move action abilities, but the 3e sneak attack progression. I would then take the skill trick idea and expand on it with 4e utilitie powers... give them a bunch of little choices that make them theif, con man, swashbuckler ect...
I would start with the very basic 4e frame... 1/2 level to attacks and defenses/saves but use a mix of 4e and pathfinder skills... (pathfinder skill rank system but half way between the two for number of skills)
We want 4 classes
Magic user
Healer
Up front warrior
Skill guy
I will call them
Mage
Cleric
Fighter
Rogue
all classes start with Con Score+1hd hit points and a few skill points (+3 to class skills)
Mage 1d4 2+Int mod skills (extra +1 arcana or spellcraft)
Cleric 1d8 2+ int mod skills (extra +1 religion)
Fighter 1d10 4+ Int mod skills
Rogue 1d6 6+ Int mod skills
I can throw out iconic abilities to make the game run smoother
mages
I like the warlock idea so attack spell chosen from: Magic missile (auto hit 1 missle per 2 levels 1d4+1 force damage) Acid orb (ranged attack 1d8+Int mod acid damge and ongoing equal to level save ends) SHocking grasp (touch attack 1d6 electric damage and can be delivered with melee weapon attack) Burnning hands (ref save half 1d4 per 2 levels of fire)
use the pathfinder cantrips, just take out damage causeing ones... prep and at will...
then follow the 3.5 warlock progression of at will spells give them some options but not too many, but add in 4e ritual caster abilities... make Identfy, knock, scrying, scribe scroll, comprehend lang, all rituels
Cleric
I like the idea of the healing word from 4e, but you need to limit it, so I would mix it with the burst heal of pathfinder... minor action heal a ally within range 1HD (so fighters heal a d10 and mages a D4) can be used a number of times per day equal to cha mod+ 1/2 level at level 3 cleric adds there cha mod to healing and at level 5 they can reroll 1's...
give them a very limited list of spells I would use the idea of spheres from 2e, make like 10 spheres each with 2-3 spells per level, you start with access to 3 spheres cast on the fly
give them rituals as mage above...
Fighters
I would take the Bo9S approach but with you picking (like cleric spheres) from 5-6 styles you can start with 2 and learn stances and manuvers... each style will have both at will and encounter manuvers but you choose what you want...
Give them a +1 to hit with weapon attacks at 1st level
Rogue
I would take the 4e essential move action abilities, but the 3e sneak attack progression. I would then take the skill trick idea and expand on it with 4e utilitie powers... give them a bunch of little choices that make them theif, con man, swashbuckler ect...