D&D 4E "How to play 4E now"

Morrus

Well, that was fun
Staff member
I know someone posted a thread about this a while back, but it's a few weeks on and we have a bit more info - so I figured it might be worth revisting to see if we could come up with a good list. I'd like to use it on the news page if we can manage it.

Obviously, it won't BE 4E, and a lot of stuff will be wrong. But that's not the point!

So: please offer your suggestions. I won't necessairly use all of them, and I might rephrase some; but it should be fun.

Some quick rules:

a) Don't refer to another book (i.e. don't say "use the SAGA second-wind rule"). Assume that readers have only the three core D&D books (PHB, DMG, MM). So, you'll need to actually explain what that rule is.

b) Keep it simple! We're writing a list, not a new PHB! Rewriting the spell list into levels 1-30 is too ambitious, for example.

c) Ignore fluff. For now, don't cut classes or races, or add any. We're simply looking at simple ways to modifiy the existing 3.5 edition.

Here's my intitial entry:

1) Combine move silently, hide and sleight of hand into "Stealth". Combine spot, search, listen and sense motive into "Perception". Combine balance, jump, tumble and climb into "Acrobatics". Every class has all the skills on their class list, with a score equal to their level plus ability modifer. Don't use skill points.

2) Give everyone two Action Points per level. They may use these to reroll a d20 roll, stabilize when below 0 hit points, or to gain an extra use of a "per encounter" ability*.

3) Remove the full attack option. If a character would have iterative attacks, grant them an extra damage die per attack (but not extra ability bonuses to damage, etc.)

*These will need defining. I suggest use of spells - everyone gets a 0th level spell as an at-will ability, a 1st level spell as a per-encounter ability, and a 2nd level spell as a per-day ability. You will need to re-theme these spells to fit the character; for example, if a fighter chooses "burning hands", describe it as a wide swathe of melee attacks.


Feel free to comment on the above, or to suggest more. It may help to refer to the D&D Info page to see what we know so far.
 

log in or register to remove this ad


All magic use needs to make a caster level check, this is opposed by a static saving throw defense wich is 10+current Save. If you roll a 20 on your caster level check you crit with your spell and do some extra effect like say what empower spell metamagic feat would do.

To help with multi-classed casters, assign a caster level to all classes, if its not a full caster but gets spells like a Paladin or Ranger then use the BAB 0-15 chart. If it never gets spell casting ability use the BAB 0-10 chart.
 

Drop the 5' step rule

Diagonal movement cost 10' per square

Reverse saving throws. The attack rolls a d20 and adds spell level and modifier to roll, and has to beat the characters saving throw bonus plus 10.
 

wgreen said:
One step in the right direction might be the recharge magic system from Unearthed Arcana. It's in the SRD.

This would at least be a good starting point to figure out what might be "per encounter".

Really short times might be at will. Medium times (a handful of rounds) are per encounter. Longer times remain Vancian.
 

Every class gets +1 to all defences and all attacks every level.

Caster level now always equals character level.

Every class has a starting set of modifiers to attacks and defences.

For example, a rogue might have +1 AC, +2 reflex, -1 Will, -1 Fort, -1 attack. At 10th level your class modifiers double. At 20th level they triple. Characters with multiclassing total thier modifiers from all classes.

Each class has basically the same progression in per round, per encounter, and per day manuevers. The total number of manuevers you know maxs out at a relatively low number (say 4 of each). Each time you gain a level you can swap out old manuevers for newer and more powerful ones.

For example, a 6th level wizard might have 3 'spells' of 0-1st level he can use at will, 3 'spells' of 1st-2nd level he can use each encounter, and 2 'spells' of 2nd-3rd level he can use per day. Spells will tend to 'silo', so his at will spells for example will include an offensive spell (some sort of ray attack), a defensive spell (some sort of terrain generator like 'obscuring mist'), and a utility spell (something like detect magic or mage hand). Of course, this is just an abstraction because actually the spells won't be spells as we understand them and the spell level will be 1st through 6th.

A fighter will be similar with 3 at will 'stances' that give him some advantage (like 'iron skin' or 'hold your ground'), 3 per encounter special manuevers (like whirlwind attack), and 2 big per day manuevers (like 'automatic critical' or 'ignore armor class').

All PC's start with the 'hero' special advantage that gives them 'action points' and +20 starting hit points. The majority of NPC's don't have this advantage (and are villain classed to boot), so a 1st level PC will be much more powerful than a 1st level NPC.
 
Last edited:

Odysseus said:
Diagonal movement cost 10' per square

I suspect this'll be the case, but I personally hate it, since it is totally illogical...

For example, a rogue might have +1 AC, +2 reflex, -1 Will, -1 Fort, -1 attack. At 10th level your class modifiers double. At 20th level they triple. Characters with multiclassing total thier modifiers from all classes.

I've thought about something like this myself, but the problem as I see it is:
How do you explain that your fighter suddenly becomes worse at fighting because he took a level of rogue?
 

Aage said:
I've thought about something like this myself, but the problem as I see it is:
How do you explain that your fighter suddenly becomes worse at fighting because he took a level of rogue?

He won't. Because he's gaining a +1 bonus to attack each level anyway, so all taking a level of rogue will do is give him a +0 net bonus to attack for that level.
 

To add more monsters in an encounter, a special Monster Template (short version):
Minion:
Reduce the number of HP (but not HD) the creature has by half.
Reduce the amount of damage the creature deals by half.
If the creature has spells, spell-like abilities or supernatural attacks, 4 of these creatures must work together (each taking the action required for the ability) to use the ability, or the creature needs to spend 3 rounds of concentration before activation. It cannot delay the use of the ability after it has "charged up" in this way.
If the creature has Regeneration, Fast Healing or Damage Reduction or Energy Resistance, half the value of the ability.
Do not change the creatures CR, but reduce the amount of XP rewarded to 1/4. (If you don't like this unusual rule, just reduce its CR by 4, but you will get better results if you use its original CR as a guideline for what kind of party you can use it)
 

Remove items that improve ability scores and saves, and remove standard +1 to any ability per 4 levels. Instead, each player gains +1 to ALL ability scores at 3rd level and every 3 levels thereafter.
 

Remove ads

Top