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An OD&D-style 4E game?
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<blockquote data-quote="AFGNCAAP" data-source="post: 4893142" data-attributes="member: 871"><p>Well, to go with an BECMI OD&D feel, that'd be one route.</p><p></p><p>I'd say go with multiclassing for the advanced class variants like paladin/avenger, druid, thug (for NPCs), & so on.</p><p></p><p>Dwarves, elves, and halflings could begin in a set character class (perhaps another character class not available to humans), and they'd need to progress in a racial paragon path (ala PHB2). I'd encourage players of the "demihuman" classes to include feats only available to their race, as well.</p><p></p><p>(Dwarves should be a defender class; elves should be a controller or striker class; and halflings should be a striker class. Perhaps dwarf-fighters, elf-sorcerers [or elf-bards], and halfling-rangers.)</p><p></p><p>The Mystic class of BECMI/Rules Cyclopedia D&D could be covered by the Monk class.</p><p></p><p>I'd rerstrict the use of superior weapons, esp. ones like the double-bladed weapons & so on.</p><p></p><p>Then again, you wouldn't need to do ANY of this, since the BECMI D&D really started to expand its style and options with the old Dragon "Voyage of the Princess Ark" articles. Included a druidic knight class (which the PHB2's Warden could cover), half-elves, bards, & so on. But, they should be <em>rare</em>, at the very least. Even the Gazetteers opened doors: the elf-like human Forester class; the demihuman clerics; orcs, goblins, & other monsters as PCs; etc.</p><p></p><p>I think the feel & style of it all would be best achieved NOT by restrictions made on the players & how the game works, but on how the DM runs the game & uses the setting to recapture that feeling. Don't award XP for treasure, but keep the treasure simple (simple magic arms & armor, and not awarding a lot with special abilities beyond that, for example). Use monsters & NPCs in the OD&D style (only all of the chromatic dragons, plus the gold dragon, are the types of dragon in the setting. White and blue dragons would be Unaligned, and Gold dragons would be Lawful Good). Epic characters would be having Immortal/gold box adventures (demons, gods, epic monsters, etc.). Little things like that.</p><p></p><p>(The stronghold element is a nice touch, though. Think things in relation to that could be answered in 5th ed. rules with DMG 2.)</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 4893142, member: 871"] Well, to go with an BECMI OD&D feel, that'd be one route. I'd say go with multiclassing for the advanced class variants like paladin/avenger, druid, thug (for NPCs), & so on. Dwarves, elves, and halflings could begin in a set character class (perhaps another character class not available to humans), and they'd need to progress in a racial paragon path (ala PHB2). I'd encourage players of the "demihuman" classes to include feats only available to their race, as well. (Dwarves should be a defender class; elves should be a controller or striker class; and halflings should be a striker class. Perhaps dwarf-fighters, elf-sorcerers [or elf-bards], and halfling-rangers.) The Mystic class of BECMI/Rules Cyclopedia D&D could be covered by the Monk class. I'd rerstrict the use of superior weapons, esp. ones like the double-bladed weapons & so on. Then again, you wouldn't need to do ANY of this, since the BECMI D&D really started to expand its style and options with the old Dragon "Voyage of the Princess Ark" articles. Included a druidic knight class (which the PHB2's Warden could cover), half-elves, bards, & so on. But, they should be [I]rare[/I], at the very least. Even the Gazetteers opened doors: the elf-like human Forester class; the demihuman clerics; orcs, goblins, & other monsters as PCs; etc. I think the feel & style of it all would be best achieved NOT by restrictions made on the players & how the game works, but on how the DM runs the game & uses the setting to recapture that feeling. Don't award XP for treasure, but keep the treasure simple (simple magic arms & armor, and not awarding a lot with special abilities beyond that, for example). Use monsters & NPCs in the OD&D style (only all of the chromatic dragons, plus the gold dragon, are the types of dragon in the setting. White and blue dragons would be Unaligned, and Gold dragons would be Lawful Good). Epic characters would be having Immortal/gold box adventures (demons, gods, epic monsters, etc.). Little things like that. (The stronghold element is a nice touch, though. Think things in relation to that could be answered in 5th ed. rules with DMG 2.) [/QUOTE]
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An OD&D-style 4E game?
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