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Going back to 3.5... Any ideas to 4e-ify it?
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<blockquote data-quote="Remathilis" data-source="post: 4513415" data-attributes="member: 7635"><p>After running some 4e games, my group has decided to finish off our 3.5 Eberron game we set down to play 4e (it was 9-10th level).</p><p></p><p>This is not edition war, we just decided to finish the game in that edition. Considering my groups mostly luke-warm reception of 4e, its fair.</p><p></p><p>However, there are some elements of 4e I (and the other players) like, and I'm looking a few of them. My concern it breaking the system in some unforseen way. So, below is a few ideas; critiques are welcome.</p><p></p><p>* Independent CR/XP Rewards (Unearthed Arcana): This one actually deal-breaker for me; I never want to use the CR/EL/XP tables in 3.5 again. So monster CR results in a static amount of XP (CR 1 = 300, etc) and the XP table is enlarged to compensate.</p><p></p><p>* Faster/Higher Feat Progression (Pathfinder): Set feat progression to 1 every odd level (1, 3, 5, 7, etc). It would increase speed of feats, as well as total feats known (from 7 to 10). Only concern is it breaking certain prestige classes (which have harsh pre-reqs) or making them easy to get into.</p><p></p><p>* Two Ability Bumps instead of one (Saga/4e) Every 4 levels, you can bump two scores instead of one (but they must be different scores). To compensate, there would by no Inherent bonuses (from Tomes, etc) anymore. Still, it might break down with Stat-booster items and spells.</p><p></p><p>* 1/2 Sneak attack dice against "immune" foes: Pretty much, if a foe is normally immune to SA, you still get 1/2 your dice (min 1) to damage. Allows rogues to be more effective against undead, golems, and such. </p><p></p><p>* Threat deals max damage, confirms deal multiplier (4e): If you roll a 20, you follow up as normal. If you don't confirm, you still deal max damage. If you face a foe immune to crits, you automatically deal max damage. (A possible side-rule: monsters ONLY ever deal max damage). </p><p></p><p>* Two scores, one save (4e): Use the higher of Str/Con for Fort Saves, Dex/Int for Ref, Wis/Cha for Will. AC remains Dex-only. Could be too good for certain classes. </p><p></p><p>* Fixed HP: d4 classes get 3 hp/level. d6 get 5, d8 get 6, d10 get 8, d12 get 9. (Monsters remain 1/2 HD, but named/classes monsters get improved progression). </p><p></p><p>* Save-or-Die reduces you to 0 hp, dying rules kick in as normal. Saves on Ressing.</p><p></p><p>* Negative-con score or negative 10, whichever is higher, before dying. (Possibly replacing it with 4e's death-save mechanic. Does anyone remember where that was on WotC's site?)</p><p></p><p>* No more massive damage threshold. Gone. No replacement. No DC 15 Fort save if you take 50 damage. Would that mess up spells/combat too much?</p><p></p><p>* Second Wind (Saga/4e): Once per day, 1/4 hp back, standard action.</p><p></p><p>I was looking at some mechanical way to replicate a fighter's "combat challenge/mark/stickiness" system in 3.5, but nothing I've thought of has so far not been a "level dip fighter" ability, then move on. Suggestions welcomed.</p><p></p><p>I was also looking at trying to fix the ability-score yo-yo of stat boosters and penalties.</p><p></p><p>Is there anything else you can think of (or come up with for your game?) I don't want to tinker with races or classes (hence avoiding Pathfinder) due to the level-range. I'm just looking for ideas that will make my life as a DM easier and capture some of 4e's feel back in 3.5.</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4513415, member: 7635"] After running some 4e games, my group has decided to finish off our 3.5 Eberron game we set down to play 4e (it was 9-10th level). This is not edition war, we just decided to finish the game in that edition. Considering my groups mostly luke-warm reception of 4e, its fair. However, there are some elements of 4e I (and the other players) like, and I'm looking a few of them. My concern it breaking the system in some unforseen way. So, below is a few ideas; critiques are welcome. * Independent CR/XP Rewards (Unearthed Arcana): This one actually deal-breaker for me; I never want to use the CR/EL/XP tables in 3.5 again. So monster CR results in a static amount of XP (CR 1 = 300, etc) and the XP table is enlarged to compensate. * Faster/Higher Feat Progression (Pathfinder): Set feat progression to 1 every odd level (1, 3, 5, 7, etc). It would increase speed of feats, as well as total feats known (from 7 to 10). Only concern is it breaking certain prestige classes (which have harsh pre-reqs) or making them easy to get into. * Two Ability Bumps instead of one (Saga/4e) Every 4 levels, you can bump two scores instead of one (but they must be different scores). To compensate, there would by no Inherent bonuses (from Tomes, etc) anymore. Still, it might break down with Stat-booster items and spells. * 1/2 Sneak attack dice against "immune" foes: Pretty much, if a foe is normally immune to SA, you still get 1/2 your dice (min 1) to damage. Allows rogues to be more effective against undead, golems, and such. * Threat deals max damage, confirms deal multiplier (4e): If you roll a 20, you follow up as normal. If you don't confirm, you still deal max damage. If you face a foe immune to crits, you automatically deal max damage. (A possible side-rule: monsters ONLY ever deal max damage). * Two scores, one save (4e): Use the higher of Str/Con for Fort Saves, Dex/Int for Ref, Wis/Cha for Will. AC remains Dex-only. Could be too good for certain classes. * Fixed HP: d4 classes get 3 hp/level. d6 get 5, d8 get 6, d10 get 8, d12 get 9. (Monsters remain 1/2 HD, but named/classes monsters get improved progression). * Save-or-Die reduces you to 0 hp, dying rules kick in as normal. Saves on Ressing. * Negative-con score or negative 10, whichever is higher, before dying. (Possibly replacing it with 4e's death-save mechanic. Does anyone remember where that was on WotC's site?) * No more massive damage threshold. Gone. No replacement. No DC 15 Fort save if you take 50 damage. Would that mess up spells/combat too much? * Second Wind (Saga/4e): Once per day, 1/4 hp back, standard action. I was looking at some mechanical way to replicate a fighter's "combat challenge/mark/stickiness" system in 3.5, but nothing I've thought of has so far not been a "level dip fighter" ability, then move on. Suggestions welcomed. I was also looking at trying to fix the ability-score yo-yo of stat boosters and penalties. Is there anything else you can think of (or come up with for your game?) I don't want to tinker with races or classes (hence avoiding Pathfinder) due to the level-range. I'm just looking for ideas that will make my life as a DM easier and capture some of 4e's feel back in 3.5. Thanks. [/QUOTE]
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