EDITING THE EDIT: I've changed the thread title 'cause I now have a clearer picture on what I'm doing and in what direction I'm taking this project. I'll be focusing on using only Essentials classes to achieve my goals with these custom rules.
EDIT: I should point out that I'm constantly changing the quoted rules as I see the need, rather than creating a new post.
I couldn't think up a good title for this thread, as you can see. People would just complain I mislead them whichever way I decided to go so I just left it up to them to decide.
Basically I've been tinkering a lot with 4e lately in an effort to correct the things in it I don't like whilst maintaining all the things that I do like. There have been some really interesting discussions and I've garnered a lot of inspiration and new ideas from people whilst searching, hence all the threads I've been making asking about alternate rules lately.
I've come up with some preliminary ideas on a how one could alter 4e to 'fix' a lot of the perceived problems with it whilst maintaining a lot of what makes it a good edition and fun to play. Now of course there's argument as to what even needs fixing and also in how to fix it. I don't claim this to be a One Ring, I'm just putting it out there 'cause I think it could be a fix FOR SOME people, one of them being me.
So if you don't like it, fair enough, feel free to move on and use some other rule. This won't affect your life in the slightest if I or others like it and decide to use it. We don't need to know how much it sucks and how it's going to ruin D&D. I am, however, more than happy to hear constructive criticism and helpful input.
Anyway, without further adieu here's my basic rules. Keep in mind that they're just in the conceptualisation stage right now. I'm just theorising on how something like this could work. It's by no means tested or vetted by God or any other deity. It's just some musings I'm posting here for discussion and hopefully some clarification and fine-tuning.
EDIT: I should point out that I'm constantly changing the quoted rules as I see the need, rather than creating a new post.
I couldn't think up a good title for this thread, as you can see. People would just complain I mislead them whichever way I decided to go so I just left it up to them to decide.
Basically I've been tinkering a lot with 4e lately in an effort to correct the things in it I don't like whilst maintaining all the things that I do like. There have been some really interesting discussions and I've garnered a lot of inspiration and new ideas from people whilst searching, hence all the threads I've been making asking about alternate rules lately.
I've come up with some preliminary ideas on a how one could alter 4e to 'fix' a lot of the perceived problems with it whilst maintaining a lot of what makes it a good edition and fun to play. Now of course there's argument as to what even needs fixing and also in how to fix it. I don't claim this to be a One Ring, I'm just putting it out there 'cause I think it could be a fix FOR SOME people, one of them being me.
So if you don't like it, fair enough, feel free to move on and use some other rule. This won't affect your life in the slightest if I or others like it and decide to use it. We don't need to know how much it sucks and how it's going to ruin D&D. I am, however, more than happy to hear constructive criticism and helpful input.
Anyway, without further adieu here's my basic rules. Keep in mind that they're just in the conceptualisation stage right now. I'm just theorising on how something like this could work. It's by no means tested or vetted by God or any other deity. It's just some musings I'm posting here for discussion and hopefully some clarification and fine-tuning.
Character Creation & Levelling
No level-based increases to abilities, attacks, defences, skills or hit points. The exception to this rule is that at 11th and 21st-levels, the character gains a +1 bonus to all ability scores, attacks, defences and skills, and gains their class bonus hit point amount to their hit point total as well. In addition the character can add a background and it’s associated benefit at these levels.
16 (before racial bonuses) is now the ability cap for all abilities on character creation (assuming standard point buy is used).
Stacking
Bonuses from feats, items and powers do not stack with each other, but everything stacks with ability-based, class-based, theme-based and background-based bonuses. Therefore you could stack Dex with Sneak Attack and the Light Blade Expertise feat all together, however having Weapon Focus (light blade) would not stack with the bonus from Light Blade Expertise. The same goes for a power source such as Backstab which would stack with Sneak Attack and Dex, but not with Light Blade Expertise.
Exceptions to this are base armour values and weapon proficiency bonuses which stack with everything, as do weapon property bonuses (excepting superior implements).
Items
There are no magical plusses to attacks, defences or damage from magical items. Crit dice still apply based on the CHARACTER’S level, not the item’s level. So a 1st-level magical sword wielded by a 30th-level character will have 6 x crit dice (if it has crit dice at all).
Magical items are now exceptionally rare with a character expecting to get one item every three levels. This is because magical items now require more than just residuum or gold. They now require extremely rare and very hard to find, let alone acquire, items of immense power and value (commensurate with the power of the item). Creating a magical item is something that adventuring parties quest to complete. The Enchant Magical Item ritual remains the same with the exception of a DM fiat required item to complete any item.
Any magical item that determines a bonus by level will automatically increase in value based on the level of the wearer, ie. Battle Harness worn by a 1st-level character will confer a +1 bonus to initiative whereas if worn by a 30th-level character will confer a +6 bonus to initiative.
Potions and scrolls are far more readily available and rituals and alchemical items are also much more widely used. Coinage gains remain the same. Where a magical item is indicated on a treasure parcel, substitute a potion, scroll, ritual or alchemical item in its stead. Magical items should be given out as story awards based on the DM's imagination rather than as part of any 'parcel'.
Masterwork Items are replaced with masterwork weapons and implements that can confer a +1 bonus to attacks. Masterwork armours can confer a +1 bonus to AC. All magical items are masterwork but not all masterwork items are magical. Masterwork boots can confer a +1 Reflex bonus. Masterwork waist items can confer a +1 Fortitude bonus. Masterwork head items can confer a +1 Will bonus. These bonuses function like item bonuses and therefore do NOT stack with feats, item bonuses or powers.
Powers
At-will powers do not increase in damage at 21st level.
Monsters
All monsters have their level divided by 5 and reduced to the rounded up number (minimum 1) using the Monster Builder. It’s as easy as sliding the scale to the left. Some monsters may require minor tweaks, especially to Initiative, Perception and some ability scores. Other than that, most should be ready to roll with just by using the slider.
Feats
All feats that give a non-conditional bonus to any attack, defence or damage have this bonus withdrawn.
Banned Feats: Epic Fortitude, Epic Reflexes, Epic Will, Superior Fortitude, Superior Reflexes, Superior Will, Great Fortitude, Lightning Reflexes, Iron Will, Champion’s Countenence, Robust Defences, Paragon Defences.
Altered Feats: Toughness (3, 6, 9 hit points), Superior Fortitude (no bonus), Superior Reflexes (no bonus), Superior Will (no bonus), (Various weapon) Expertise (no hit bonus), Master at Arms (no hit bonus).
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