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HELP NEEDED: Fan created 4e conversion project for ghostwalk
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<blockquote data-quote="Najo" data-source="post: 4397777" data-attributes="member: 9959"><p>Ok, the first things to tackle seems to be how characters level as ghosts, get ghost powers and feats, then experience the calling and the life ephipany.</p><p></p><p>Issue #1: multiclassing rules worked for 3.x ghostwalk, doesn't work for 4.0.</p><p></p><p>Issue #2: can't compare ghost levels with class levels as characters do not level that way anymore.</p><p></p><p>Issue #3: making ghost equivlent powers for all of the classes is messy. Seems like ghosts should just level as their class still. This removes the need for a casting and non-casting ghost class. But, this means the whole feel of leveling as a ghost and managing your ghost class along with your living class is not there.</p><p></p><p>Issue #4: Do ghost feats work while your living in the 3.x ghostwalk? If so, it is kinda strange that a character dies, gains some cool powers as a ghost, then comes back to the living and still has those same powers. But, those choices shouldn't be useless either. </p><p></p><p>So, we need to decided on the design interests for ghost characters and how they should feel and play. Here are my initial thoughts, please add yours.</p><p>* Dying and playing on as a ghost should be exciting and feel a bit dangerous.</p><p>* It should have elements that makes it feel like it plays different from your character when they are alive. The ghost should gain and loss certain advantages so players have to make a choice to stay living or dead.</p><p>* moving back and forth between the ghost and living shoul not be easy, but common enough that it plays a roll in the game and explains the 1/4th of city of manifest is ghosts.</p><p>* applying the ghost template and turning on its powers and shutting down or weakening some of the living powers should be easy to apply game mechanics during play.</p><p></p><p>So, what seems like the best approach to this?</p><p></p><p></p><p></p><p>Also, just a few raw ideas thrown out there in no real order (feedback welcome):</p><p></p><p>Instead of taking 10 minutes, I think ghosts characters should transition after the encounter they die in ends or 5 minutes if no encounter occuring. This is consistent with 4e design.</p><p></p><p>Ghosts should have the ability to move into the ethereal, gain phasing and insubstantial to a limited degree. When they do this, perhaps they lose the ability to use physical equipment unless it is ghost-touch and the longer they spend in this state, the more vulnerable they are to the calling. While ethereal, they lose some of their class powers too? There has got to be a way to do this without losing the game balance. Did ghosts in ghostwalk go ethereal? This shift between the two states should be hard for the ghost to do or on the ghost. Maybe it eats up healing surges or can only be used once per encounter or once per day.</p><p></p><p>Ghosts should feel like they retrain when they are raised from the dead. Also, maybe when they are raised they have all of their powers and healing surges expended and have to rest to regain them. </p><p></p><p>Every time you gain a class level while you are a ghost, you could gain a calling counter or lose a healing surge (ouch) but can take ghost powers and feats in place of normal powers. Once your calling tokens are more than half your class level or your healing surges run out you pass into the true after life. When you are raised from the dead you should be able to untrain any ghost feat or power and swap it for a normal one. </p><p></p><p>Ghost powers can be based on the paths, while the ghost feats can enhace those powers or basic ghost abilities.</p><p></p><p>How can ghost powers and feats be useful for a living character but even more useful for a ghost? I think the key to this is how the ghost template works.</p></blockquote><p></p>
[QUOTE="Najo, post: 4397777, member: 9959"] Ok, the first things to tackle seems to be how characters level as ghosts, get ghost powers and feats, then experience the calling and the life ephipany. Issue #1: multiclassing rules worked for 3.x ghostwalk, doesn't work for 4.0. Issue #2: can't compare ghost levels with class levels as characters do not level that way anymore. Issue #3: making ghost equivlent powers for all of the classes is messy. Seems like ghosts should just level as their class still. This removes the need for a casting and non-casting ghost class. But, this means the whole feel of leveling as a ghost and managing your ghost class along with your living class is not there. Issue #4: Do ghost feats work while your living in the 3.x ghostwalk? If so, it is kinda strange that a character dies, gains some cool powers as a ghost, then comes back to the living and still has those same powers. But, those choices shouldn't be useless either. So, we need to decided on the design interests for ghost characters and how they should feel and play. Here are my initial thoughts, please add yours. * Dying and playing on as a ghost should be exciting and feel a bit dangerous. * It should have elements that makes it feel like it plays different from your character when they are alive. The ghost should gain and loss certain advantages so players have to make a choice to stay living or dead. * moving back and forth between the ghost and living shoul not be easy, but common enough that it plays a roll in the game and explains the 1/4th of city of manifest is ghosts. * applying the ghost template and turning on its powers and shutting down or weakening some of the living powers should be easy to apply game mechanics during play. So, what seems like the best approach to this? Also, just a few raw ideas thrown out there in no real order (feedback welcome): Instead of taking 10 minutes, I think ghosts characters should transition after the encounter they die in ends or 5 minutes if no encounter occuring. This is consistent with 4e design. Ghosts should have the ability to move into the ethereal, gain phasing and insubstantial to a limited degree. When they do this, perhaps they lose the ability to use physical equipment unless it is ghost-touch and the longer they spend in this state, the more vulnerable they are to the calling. While ethereal, they lose some of their class powers too? There has got to be a way to do this without losing the game balance. Did ghosts in ghostwalk go ethereal? This shift between the two states should be hard for the ghost to do or on the ghost. Maybe it eats up healing surges or can only be used once per encounter or once per day. Ghosts should feel like they retrain when they are raised from the dead. Also, maybe when they are raised they have all of their powers and healing surges expended and have to rest to regain them. Every time you gain a class level while you are a ghost, you could gain a calling counter or lose a healing surge (ouch) but can take ghost powers and feats in place of normal powers. Once your calling tokens are more than half your class level or your healing surges run out you pass into the true after life. When you are raised from the dead you should be able to untrain any ghost feat or power and swap it for a normal one. Ghost powers can be based on the paths, while the ghost feats can enhace those powers or basic ghost abilities. How can ghost powers and feats be useful for a living character but even more useful for a ghost? I think the key to this is how the ghost template works. [/QUOTE]
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