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First Edition feel with 4E rules
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<blockquote data-quote="Lanefan" data-source="post: 5330024" data-attributes="member: 29398"><p>It's the reverse question.</p><p></p><p>The other thread is about making 1e feel like 4e.</p><p>This one is about making 4e feel like 1e.</p><p></p><p>I think this one is easier to answer, and to do.</p><p></p><p>To make 4e play like 1e, at least to some extent:</p><p></p><p><strong>As a DM</strong>:</p><p>- reduce starting PC hit points by quite a lot</p><p>- randomize a lot of things (e.g. hit point rolls)</p><p>- tell the players straight up to ignore the magic item table in the 4ePH, and design your own instead that the players never see</p><p>- give minions a few more hit points</p><p>- give higher level monsters a lot fewer hit points</p><p>- rework spells so they function more like their 1e equivalents</p><p>- use minis if you like but ditch the grid - no more pixellated fireballs</p><p>- make resource management relevant - at-wills can only be done every so often unless they're a natural action like swinging a weapon, treat dailies and encounter powers more like 1e spells, and so forth</p><p>- greatly reduce available healing surges</p><p>- make an extended rest only give you back a set percentage of your total h.p. (10%? 25%? up to you...) rather than all of them</p><p>- set the tone early - put lots of traps and secret doors/hideaways in your first few adventures and make your players slow down and search</p><p>- don't use battlemaps, they reveal too much too soon</p><p>- never allow a die roll to replace any action that can instead be described and-or roleplayed</p><p>- allow players to play multiple PCs, henches, etc.</p><p>- be prepared for an adventure to take several sessions to complete</p><p>- and for gawd's sake put "mule" in the available equipment list!</p><p></p><p><strong>As a player</strong>:</p><p>- be prepared to sweat the details e.g. count your arrows, track your rations, search everything, etc.</p><p>- play in the spirit of 1e - describe your actions, search for secrets, engage the dungeon with your described actions and the NPCs with your roleplay rather than rolling a skill challenge</p><p>- don't get too attached to your character(s), for they might not be around for long.</p><p></p><p>OK, that's nowhere near perfect, but it's a start...</p><p></p><p>Lan-"I'm still not sure this is gonna work"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5330024, member: 29398"] It's the reverse question. The other thread is about making 1e feel like 4e. This one is about making 4e feel like 1e. I think this one is easier to answer, and to do. To make 4e play like 1e, at least to some extent: [B]As a DM[/B]: - reduce starting PC hit points by quite a lot - randomize a lot of things (e.g. hit point rolls) - tell the players straight up to ignore the magic item table in the 4ePH, and design your own instead that the players never see - give minions a few more hit points - give higher level monsters a lot fewer hit points - rework spells so they function more like their 1e equivalents - use minis if you like but ditch the grid - no more pixellated fireballs - make resource management relevant - at-wills can only be done every so often unless they're a natural action like swinging a weapon, treat dailies and encounter powers more like 1e spells, and so forth - greatly reduce available healing surges - make an extended rest only give you back a set percentage of your total h.p. (10%? 25%? up to you...) rather than all of them - set the tone early - put lots of traps and secret doors/hideaways in your first few adventures and make your players slow down and search - don't use battlemaps, they reveal too much too soon - never allow a die roll to replace any action that can instead be described and-or roleplayed - allow players to play multiple PCs, henches, etc. - be prepared for an adventure to take several sessions to complete - and for gawd's sake put "mule" in the available equipment list! [B]As a player[/B]: - be prepared to sweat the details e.g. count your arrows, track your rations, search everything, etc. - play in the spirit of 1e - describe your actions, search for secrets, engage the dungeon with your described actions and the NPCs with your roleplay rather than rolling a skill challenge - don't get too attached to your character(s), for they might not be around for long. OK, that's nowhere near perfect, but it's a start... Lan-"I'm still not sure this is gonna work"-efan [/QUOTE]
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