Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Disguising 4e as 5e/5.5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tigris" data-source="post: 9408519" data-attributes="member: 7043270"><p>PF2 plays really not like D&D 4E at all. It uses some of the same math, the same multi classing and skill powers, as well as having some subclasses which mirrors the 4E essential classes, but from gameplay its much more similar than 5E than 4E, being also mostly basic attack focuses. Gloomhaven plays more like D&D 4E than PF2 (since it understood the Essence of 4E better and was inspired by that not by the details). Of course because of the 4E math the encounter balancing works better, which makes it for GMs easier, but you dont get the excitement from all the cool over the top powers and the movement, forced movement and area effect based teamplay.</p><p></p><p></p><p></p><p></p><p>So about running 4E disguised as 5E:</p><p></p><p>I would start by using some of the simplifications I did here: [MEDIA=reddit]RPGdesign/comments/1d6m4j7[/MEDIA]</p><p></p><p>- Dont have players and monsters add their level (and other stuff) to their defenses and attacks, instead add +1 to monster defenses and attacks per level they are higher than the players. (This is simpler for the players, hides the 4E math and is mathematically the same)</p><p></p><p>- Introduce a new keyword "Edge" and "Handicap", have them work like advantage/disadvantage, but with the small change that they stack 2 times and cancel each other cleanly. Edge gives +2 to the roll, handicap -2. </p><p></p><p> + This can be easily introduced by something like "the original flanking rules made advantage feel too omnipresent not special enough. So instead of leaving it away, there is this modified rule, where Flanking (and other similar things) give Edge instead of Advantage. This makes the powerful abilities with advantage more special.</p><p></p><p>- Change all modifiers for defense instead to modifiers to attack (against the target). So -2 armor = +2 to attack (to simplify things especially for the next step)</p><p></p><p>- Then all modifiers are simplified 5E style. If the modifier is 3 or less, it is Edge (or Handicap), if it is 4 or more it is advantage (or disadvantage). This simplifies things a lot, while not really changing the math much. </p><p></p><p>- Tell the players they start at level 3 (and use the D&D 4E level 1) this is about the same in power level</p><p></p><p>- For non armor defense, just use saving throws. This can be easily recalculated its mechanically not really a difference only who does the roll</p><p></p><p>- Present them the 4E classes just as some "really well homebrewed classes" and just select the coolest from them. </p><p></p><p> - Make sure to include some of the (good) simplified Essential classes, as well as the normal classes. This allows the "I just want to do basic attack" crowd to play a simple character. (And I would for sure include the elementalist to also allow a simplified caster).</p><p></p><p>- Use the "new alternate rule for recovery" where the number of hit dice is more or less fixed, but are way stronger for out of combat heal!</p><p></p><p>- Preselect some feats for the players to choose from (depending on class), no expertise feats, no defense feats (thats included in the math mentioned above). Tell them that these are special class feats, and that these classes get feats more often, but can only choose from the class feats</p><p></p><p>- Only use the weapons which work the same/similar enough to 5E, so no high crit and for sure no brutal weapons.</p><p></p><p></p><p>With these changes it should be A LOT simpler for players, and should feel more like 5E while allowing you to use 4E monsters and encounter balance.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9408519, member: 7043270"] PF2 plays really not like D&D 4E at all. It uses some of the same math, the same multi classing and skill powers, as well as having some subclasses which mirrors the 4E essential classes, but from gameplay its much more similar than 5E than 4E, being also mostly basic attack focuses. Gloomhaven plays more like D&D 4E than PF2 (since it understood the Essence of 4E better and was inspired by that not by the details). Of course because of the 4E math the encounter balancing works better, which makes it for GMs easier, but you dont get the excitement from all the cool over the top powers and the movement, forced movement and area effect based teamplay. So about running 4E disguised as 5E: I would start by using some of the simplifications I did here: [MEDIA=reddit]RPGdesign/comments/1d6m4j7[/MEDIA] - Dont have players and monsters add their level (and other stuff) to their defenses and attacks, instead add +1 to monster defenses and attacks per level they are higher than the players. (This is simpler for the players, hides the 4E math and is mathematically the same) - Introduce a new keyword "Edge" and "Handicap", have them work like advantage/disadvantage, but with the small change that they stack 2 times and cancel each other cleanly. Edge gives +2 to the roll, handicap -2. + This can be easily introduced by something like "the original flanking rules made advantage feel too omnipresent not special enough. So instead of leaving it away, there is this modified rule, where Flanking (and other similar things) give Edge instead of Advantage. This makes the powerful abilities with advantage more special. - Change all modifiers for defense instead to modifiers to attack (against the target). So -2 armor = +2 to attack (to simplify things especially for the next step) - Then all modifiers are simplified 5E style. If the modifier is 3 or less, it is Edge (or Handicap), if it is 4 or more it is advantage (or disadvantage). This simplifies things a lot, while not really changing the math much. - Tell the players they start at level 3 (and use the D&D 4E level 1) this is about the same in power level - For non armor defense, just use saving throws. This can be easily recalculated its mechanically not really a difference only who does the roll - Present them the 4E classes just as some "really well homebrewed classes" and just select the coolest from them. - Make sure to include some of the (good) simplified Essential classes, as well as the normal classes. This allows the "I just want to do basic attack" crowd to play a simple character. (And I would for sure include the elementalist to also allow a simplified caster). - Use the "new alternate rule for recovery" where the number of hit dice is more or less fixed, but are way stronger for out of combat heal! - Preselect some feats for the players to choose from (depending on class), no expertise feats, no defense feats (thats included in the math mentioned above). Tell them that these are special class feats, and that these classes get feats more often, but can only choose from the class feats - Only use the weapons which work the same/similar enough to 5E, so no high crit and for sure no brutal weapons. With these changes it should be A LOT simpler for players, and should feel more like 5E while allowing you to use 4E monsters and encounter balance. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Disguising 4e as 5e/5.5e
Top