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Forked Thread: Why Ravenloft and 4E May Not Mesh
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<blockquote data-quote="Irda Ranger" data-source="post: 4703045" data-attributes="member: 1003"><p>I think the case <strong><em>is</em></strong> made, rather than could be. I had a thread discussing what Ravenloft's core elements were a couple weeks ago and I am still sort of mulling over what rules I would implement in a Ravenloft campaign. Below are my current thoughts, but I wouldn't call them firm.</p><p></p><p>The first problem is the Fear/Horror, Madness and Dark Powers Checks. </p><p></p><p>Fear is easy because it's supposed to be temporary (perhaps a duration of 1d4 rounds then 'save ends' afterwards). The only thing you have to decide is what sort of events would trigger a Fear check, and the RLCS provides guidance on that.</p><p></p><p>Madness and Darkness are supposed to be lasting however, and 4E has few rules for lasting damage; probably the closest is the DMG's Disease Track. You would have to establish Madness and Darkness Condition Tracks and make sure that the conditions are 'bad' while allowing the character to be playable right up to the point when he enters the DM's Rogue's Gallery (you want to give the player a chance to earn redemption). You also need to decide what triggers backwards or forwards movement on the Condition Track.</p><p></p><p>As for the hostility to non-humans, I would tweak that to make it "make more sense" (for my own campaign), not I would not remove it (for my own campaign or 'officially'). That sort of suspicion of strangers is (IMO) integral to the feel of Ravenloft. Instead of blanket hostility to non-humans though I'd instead assign each settlement a "cosmopolitan score" which determines their openness to strangers (human or otherwise). The "hostility penalty" would effect Diplomacy, Insight and Streetwise checks made in the village and (at the higher levels) prices of items and even whether they can buy equipment or a room at the Inn.</p><p></p><p>Whether or not to penalize abilities or powers is a tough call. It's also a matter of trust between the players and the DM that there would be a reason for the penalty and that the DM wouldn't 'punish' them for not having it. I don't really know how to handle that.</p><p></p><p>But treasure I think is the easiest problem of all to solve. I would give each PC a +1 to all Attacks and Defenses (and +1/+1d6 damage on all hits) starting at level 8 and every 5 levels after that. That way there's no real need to make sure all three of the "Big Three" slots are filled up with items of the highest possible level (or magic items at all). Just cap bonuses from items at +1 and leave the "extra" powers to work normally. This would reduce the need to hand out treasure on a regular basis immensely; usually PCs could work for "room and board, and just enough coin to get to the next town." They wouldn't get rich that way, but as the RLCS says, that's not why you adventure in Ravenloft anyway.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4703045, member: 1003"] I think the case [B][I]is[/I][/B] made, rather than could be. I had a thread discussing what Ravenloft's core elements were a couple weeks ago and I am still sort of mulling over what rules I would implement in a Ravenloft campaign. Below are my current thoughts, but I wouldn't call them firm. The first problem is the Fear/Horror, Madness and Dark Powers Checks. Fear is easy because it's supposed to be temporary (perhaps a duration of 1d4 rounds then 'save ends' afterwards). The only thing you have to decide is what sort of events would trigger a Fear check, and the RLCS provides guidance on that. Madness and Darkness are supposed to be lasting however, and 4E has few rules for lasting damage; probably the closest is the DMG's Disease Track. You would have to establish Madness and Darkness Condition Tracks and make sure that the conditions are 'bad' while allowing the character to be playable right up to the point when he enters the DM's Rogue's Gallery (you want to give the player a chance to earn redemption). You also need to decide what triggers backwards or forwards movement on the Condition Track. As for the hostility to non-humans, I would tweak that to make it "make more sense" (for my own campaign), not I would not remove it (for my own campaign or 'officially'). That sort of suspicion of strangers is (IMO) integral to the feel of Ravenloft. Instead of blanket hostility to non-humans though I'd instead assign each settlement a "cosmopolitan score" which determines their openness to strangers (human or otherwise). The "hostility penalty" would effect Diplomacy, Insight and Streetwise checks made in the village and (at the higher levels) prices of items and even whether they can buy equipment or a room at the Inn. Whether or not to penalize abilities or powers is a tough call. It's also a matter of trust between the players and the DM that there would be a reason for the penalty and that the DM wouldn't 'punish' them for not having it. I don't really know how to handle that. But treasure I think is the easiest problem of all to solve. I would give each PC a +1 to all Attacks and Defenses (and +1/+1d6 damage on all hits) starting at level 8 and every 5 levels after that. That way there's no real need to make sure all three of the "Big Three" slots are filled up with items of the highest possible level (or magic items at all). Just cap bonuses from items at +1 and leave the "extra" powers to work normally. This would reduce the need to hand out treasure on a regular basis immensely; usually PCs could work for "room and board, and just enough coin to get to the next town." They wouldn't get rich that way, but as the RLCS says, that's not why you adventure in Ravenloft anyway. [/QUOTE]
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