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First Edition feel with 4E rules
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<blockquote data-quote="Neonchameleon" data-source="post: 5330177" data-attributes="member: 87792"><p>Don't know whether this is the same thread as the more detailed one on rpg.net, but I'm going to say something like I said over there.</p><p> </p><p>Firstly, <em>which</em> first edition feel? Monty Haul? Dead easy. Just quadruple the treasure parrcels and throw in lots of artifacts. But if you mean that subset of 1e that's often referred to as Old School then I'd simply use MM3/Dark Sun damage expressions and put in two simple house rules.</p><p> </p><p><em>1: An extended rest requires a lazy weekend back in a town. Overnight rests simply restore two healing surges</em></p><p><strong>Consequence:</strong> Combat becomes something to be avoided and thought round because it uses up serious resources. I.e. your daily powers - which are almost irreplacable. If you use it you may not have it when you need. (This is actually an improvement on the 1e method because it doesn't just penalise the spellcasters).</p><p> </p><p><em>2: Divide monster Exps by 4. Attach experience points to the treasure parcels in the adventure so that the expected exps for getting the parcels make up three times the monster experience.</em></p><p><strong>Consequence: </strong>Fighting monsters isn't rewarding. Getting treasure is. So they will think their way round any monsters rather than fight them if at all possible. (This was the purpose of the 1 xp per gp given in the 1e rules, which worked on about this 3:1 ratio).</p><p> </p><p>This combination gives you a game about sneaky bastards who would rather not fight but can really bring it if they need to. What it misses is the immediacy of Save or Die deaths and one shot kills, but introduces the climactic combats of 4e in their place (so whenever you go for combat it's BIG). Then focus on details and use old 1e modules for design.</p><p> </p><p>Edit: If you take this approach, be prepared for certain classes (Rogues - 6 skills, Monks - Fly, Bards - incredibly versatile skills, Shamans - Spirits Guidance, Essentials Assassins - 5 skills, tactical poisons) to shoot right to the top of the power curve</p><p> </p><p>Edit 2: You'll also miss the bringing along a crowd of henchmen/hirelings, half a dozen wardogs, etc. to help that was done by some groups. Unless the helpers are minions (unless they survive) the combats will get far too big if you take this approach. And if they are they will drop like flies in combat with anything real unless you promote the lucky ones to PC status as replacements. Come to think of it, this simply adds to the theme I think.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5330177, member: 87792"] Don't know whether this is the same thread as the more detailed one on rpg.net, but I'm going to say something like I said over there. Firstly, [I]which[/I] first edition feel? Monty Haul? Dead easy. Just quadruple the treasure parrcels and throw in lots of artifacts. But if you mean that subset of 1e that's often referred to as Old School then I'd simply use MM3/Dark Sun damage expressions and put in two simple house rules. [I]1: An extended rest requires a lazy weekend back in a town. Overnight rests simply restore two healing surges[/I] [B]Consequence:[/B] Combat becomes something to be avoided and thought round because it uses up serious resources. I.e. your daily powers - which are almost irreplacable. If you use it you may not have it when you need. (This is actually an improvement on the 1e method because it doesn't just penalise the spellcasters). [I]2: Divide monster Exps by 4. Attach experience points to the treasure parcels in the adventure so that the expected exps for getting the parcels make up three times the monster experience.[/I] [B]Consequence: [/B]Fighting monsters isn't rewarding. Getting treasure is. So they will think their way round any monsters rather than fight them if at all possible. (This was the purpose of the 1 xp per gp given in the 1e rules, which worked on about this 3:1 ratio). This combination gives you a game about sneaky bastards who would rather not fight but can really bring it if they need to. What it misses is the immediacy of Save or Die deaths and one shot kills, but introduces the climactic combats of 4e in their place (so whenever you go for combat it's BIG). Then focus on details and use old 1e modules for design. Edit: If you take this approach, be prepared for certain classes (Rogues - 6 skills, Monks - Fly, Bards - incredibly versatile skills, Shamans - Spirits Guidance, Essentials Assassins - 5 skills, tactical poisons) to shoot right to the top of the power curve Edit 2: You'll also miss the bringing along a crowd of henchmen/hirelings, half a dozen wardogs, etc. to help that was done by some groups. Unless the helpers are minions (unless they survive) the combats will get far too big if you take this approach. And if they are they will drop like flies in combat with anything real unless you promote the lucky ones to PC status as replacements. Come to think of it, this simply adds to the theme I think. [/QUOTE]
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