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<blockquote data-quote="Kelvor Ravenstar" data-source="post: 5374608" data-attributes="member: 33291"><p>One way 4e could be made more 'old school' through rules variation would be to adopt some of the changes that Gamma World introduced.</p><p></p><p>For instance, in Gamma World your abilities scores are determined by your origin (or your class, effectively). GW characters gain a 18 in the ability score associated with their primary origin, and a 16 in the ability score associated with their primary origin. The rest of their scores are created by rolling 3d6 in order. To use this method in D&D the character would gain a 18 in the stat most important to their class, and then a 16 in one of their secondary scores (likely determined by their build choice). However, since Gamma World doesn't have ability score bonuses, because your origins are both race and class, these values are going to be higher than you would achieve with the regular point buy method. I'd change them to a 16 and a 14 before racial modifiers.</p><p></p><p>Ex. (GW stats in 4e without modifications) </p><p>Jimmy wants to make a halfling thief. He gets an 18 in Dex, and chooses Charisma as his secondary score for a 16. After racial modifiers this gets boosted to a 20 and an 18, really powerful. However he still has to roll his other ability scores. Jimmy might roll 8, 6, 11, and 12. This would leave him with a pitiful starting fortitude of 9, and 18 hit points. Jimmy better get ready to roll a new character if the DM targets him.</p><p>This would create characters that can still function in regular 4e encounters, but are on average weaker than their regular 4e counterparts. But, for those lucky players, they might end up with more than one 18 for their starting character.</p><p></p><p>A grittier 4e variant would be to reduce hit points. How much would depend on whether you want characters to fold up after one hit. I would probably only subtract 5 or so HP from the regular starting values. A more extreme version would be to add the Constitution Modifier rather than the entire Constitution Score to starting hit points.</p><p></p><p>I'd be interested in what an Essential style 'Elf' or 'Dwarf' class would look like. When the Heroes book comes out that has the rules for multiclassing with Essentials classes, a Mage/Slayer might come close, and a hybrid would be even better.</p></blockquote><p></p>
[QUOTE="Kelvor Ravenstar, post: 5374608, member: 33291"] One way 4e could be made more 'old school' through rules variation would be to adopt some of the changes that Gamma World introduced. For instance, in Gamma World your abilities scores are determined by your origin (or your class, effectively). GW characters gain a 18 in the ability score associated with their primary origin, and a 16 in the ability score associated with their primary origin. The rest of their scores are created by rolling 3d6 in order. To use this method in D&D the character would gain a 18 in the stat most important to their class, and then a 16 in one of their secondary scores (likely determined by their build choice). However, since Gamma World doesn't have ability score bonuses, because your origins are both race and class, these values are going to be higher than you would achieve with the regular point buy method. I'd change them to a 16 and a 14 before racial modifiers. Ex. (GW stats in 4e without modifications) Jimmy wants to make a halfling thief. He gets an 18 in Dex, and chooses Charisma as his secondary score for a 16. After racial modifiers this gets boosted to a 20 and an 18, really powerful. However he still has to roll his other ability scores. Jimmy might roll 8, 6, 11, and 12. This would leave him with a pitiful starting fortitude of 9, and 18 hit points. Jimmy better get ready to roll a new character if the DM targets him. This would create characters that can still function in regular 4e encounters, but are on average weaker than their regular 4e counterparts. But, for those lucky players, they might end up with more than one 18 for their starting character. A grittier 4e variant would be to reduce hit points. How much would depend on whether you want characters to fold up after one hit. I would probably only subtract 5 or so HP from the regular starting values. A more extreme version would be to add the Constitution Modifier rather than the entire Constitution Score to starting hit points. I'd be interested in what an Essential style 'Elf' or 'Dwarf' class would look like. When the Heroes book comes out that has the rules for multiclassing with Essentials classes, a Mage/Slayer might come close, and a hybrid would be even better. [/QUOTE]
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