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Ideas I'm tossing around...(PEACH)

King Nate

First Post
How would the following make or break the game?

  • Reduce the number of starting healing surges for everyone by 2.
  • Everyone having Adrenaline Rush as an encounter power; Adrenaline Rush (Standard Action) Spend a healing surge. Instead of regaining hit points you gain a number of temporary hit points equal to your healing surge value. In addition you gain a +2 power bonus to hit until the end of your next turn.
  • Starting stats, either put an 18 in one stat and a 16 in another or put a 20 in one stat, then roll 3d6 in order for the remainder of the stats. (thank you gamma world)
  • Getting rid of the whole coin treasure idea. To me it is tedious to track each coin spent, instead have some kind of ranking of wealth. You either have the money to purchase an item or you don’t. Maybe you have to roll to see if you have the wealth to purchase or anything under the wealth level you can freely purchase?
  • I like the whole ammo idea from gamma world and would like to use something like it in D&D but instead of automatically loosing all arrows/bolts/bullets after firing two or more, after combat have the player roll a d20 or something 5 or higher you still have ammo otherwise you are out.
 

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The big problem with the first two items especially if you use both of them is that the players will run out of resources very quickly and need to take extended rests every 2 or 3 fights instead of 4 or 5.
With the starting stat options you have listed you could end up with a starting stat of 22 if you choose the 20 option and the right race, if you don't allow racial mods to stats that makes non human races a little worse than humans since an extra feat and at-will power or +4 on one d20 roll per encounter tends to be a little better than most races benefits without the extra +2 to a stat.
I don't see any problems with the wealth option, though the ammo option does have the potential that after the first encounter where I fired one or two arrows I'm suddenly out of ammo with my archer build even though I made sure to buy 60 arrows when I created the character.
 

Do note that in GW, ammo is only tracked at all for firearms, and the ammo rule is in place as a limit on the firearm's power. Every other ranged weapon is untracked.

So, maybe it would be fine to use ammo rules for magic arrows and the like, but for bog-standard arrows? Just don't track 'em.
 


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