Advice needed on best way to approach this 4e conversion

Najo

First Post
I have started a thread in the 4e house rules for converting Ghostwalk into a 4e campaign setting. Here is the thread: http://www.enworld.org/forum/showthread.php?p=4395987#post4395987

I just wanted to get advice from the general enworld commuity on the best way to go about getting help with this project. Please offer advice on rules gathering and coverting here and actual suggestions for rules on the project in the thread at the link above.

Thanks

Nate
 

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Don't try to convert number per number. Instead of trying direct level for level or whathaveyou, go for the spirit (no pun intended) of the converted thing.

Ask yourself "What is its purpose" or "What feel is it trying to capture", and go from there.
 

Don't try to convert number per number. Instead of trying direct level for level or whathaveyou, go for the spirit (no pun intended) of the converted thing.

Ask yourself "What is its purpose" or "What feel is it trying to capture", and go from there.
This.

Seriously---that is really good advice.
 


Forget any game mechanics and view 4E classes just as collection of fighting styles and not as occupations with fluff behind them.
 

Forget any game mechanics and view 4E classes just as collection of fighting styles and not as occupations with fluff behind them.
Yup sounds good don't get attatched to the names of things.

Unfortunately I know nothing of this setting
As far as interactions with ghosts, rituals could help out here, making temporary ghosts and the such, magic items which can do the same as well as provide full damage/extra damage versus ghosts.

Don't use 4th edition multiverse if your running the whole thing in this setting just use the 3rd edition multiverse and have feywild shifting replaced by ethereal plane.

Maybe Eladrin having a special connection to this plane and hence with ghosts.
You'd need to make some fluff up for it but I think it could be well worth it, with the Elves splitting and emphasising their connection with living, the Drow maybe wanting to go a step further and use the power of the dead catching them in soul webs (still get a spider and lolth connection here) and extracting their power have the demonweb pits constructed as a massive device to do this. (okay maybe time to stop running with this :p)

Have a Ghostouch feat allowing you to see and hear Ghosts with is a pre req for other feats and a class feature/requirement of the special classes/paragon paths

If characters are ghosts consider strongly giving them a insubstantial power similar in effect to eladrin teleport, instead of their normal racial, quite a few racial powers are granted because of the physical form, like Fire resistance, dragonbreath, dwarven minor action healing surges.
Extra Feats could allow the ghosts characters to gain temporary AC once an encounter of a fear like effect
More later...
 
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Forget any game mechanics and view 4E classes just as collection of fighting styles and not as occupations with fluff behind them.

This sounds more fitting for Iron Heroes (it was really the motto there) then 4E - for example: Paladin and Rogue seem still pretty "occupation"-like classes to me. The Rogue is the class you go to care for traps and sneak around. Paladin has this religious archetype stuff.

But maybe your suggestion provides a good starting point?

On further thought: No, I don't think so. You first have to find the archetype you want to represent, and then figure which role(s) fit best. You could start just with "power source + role", but you will probably not come up with flavorful classes that way... You need to find a "theme" for your class - be it shining knight protector or mage dealing with devils.
 

On further thought: No, I don't think so.

I'm just repeating what all the pro-4E guys are saying.
For example, don't see teh 4E ranger as "ranger" (someone close to nature, etc.) but istead just as a guy who fights with bows (or two weapons).
If you don't do that you have big problems when you want to convert a non ranger 2 weapon fighter or archer to 4E as only the ranger class can do that very well.
 

I'm just repeating what all the pro-4E guys are saying.
For example, don't see teh 4E ranger as "ranger" (someone close to nature, etc.) but istead just as a guy who fights with bows (or two weapons).
If you don't do that you have big problems when you want to convert a non ranger 2 weapon fighter or archer to 4E as only the ranger class can do that very well.
Yup. I'm even starting to come around on this. I loathe the "ranger" name being attached to the TWF mechanics, but it is what it is. What I picture as "ranger" is probably better represented by a fighter with training in survival (or whatever it is in 4e -- I'm still not remembering all the skill changes) and maybe stealth. Throw in arcana and rituals, and you're good to go.

Yeah, it could be viewed as expensive, but so is the opportunity cost of TWF and lower hps when you want a tough SOB who hits hard. As long as you're getting your money's worth -- and I think, with the right play style, you would -- then it's a fair deal.
 

I'm just repeating what all the pro-4E guys are saying.
For example, don't see teh 4E ranger as "ranger" (someone close to nature, etc.) but istead just as a guy who fights with bows (or two weapons).
If you don't do that you have big problems when you want to convert a non ranger 2 weapon fighter or archer to 4E as only the ranger class can do that very well.

I have to agree with Derren here, you can completely remove all fluff associated with any class and replace it with your own.

4e uses the insubstantial effect for ethereal beings, it means you take 1/2 effect from all damage, if you use that as the manifested state then you could easily create a status that means they are fully insubstantial - not manifested that means they can only be effected by effects from other fully insubstantial beings.

Then you create ghost touch items/property - Property - Allows you to Ignore the insubstantial property of insubstantial beings, allows you to inflict half damage on fully insubstantial beings.

If you want to change the names a bit insubstantial = manifested and
fully insubstantial = insubstantial
 

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