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D&D Older Editions, OSR, & D&D Variants
Iron Heroes for 4e?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 4050284" data-attributes="member: 6533"><p>Well, were I you, and I'll likely be doing this even though I'm not, here is how I would work a homebrew conversions:</p><p></p><p>1.) Figure out which IH classes are redundant to 4E core classes - eliminate them.</p><p></p><p>2.) Figure out which 4E core classes are redundant or a violation of IH themes - eliminate them.</p><p></p><p>3.) Look at the pile of eliminateds and see which might work cause you want them to work - put them into a maybe pile.</p><p></p><p>4.) Decide yea or nay on the various IH sub systems you want to import into 4E. Of those divide them into meld or pure imports. </p><p></p><p>5.) Begin working out the sniggly details of making those sub-system changes work across your new list of classes.</p><p></p><p>This is pure speculation and eyeballing but here are my picks for how that process will go for me:</p><p></p><p>1.) </p><p><span style="color: Red"><s>Archer </s></span> - Ranger</p><p><span style="color: Red"><s>Armiger</s></span> - Fighter</p><p><span style="color: Red"><s>Arcanist</s> </span> - Warlock</p><p><span style="color: Green">Berzerker</span> - Defender/Controller*</p><p><span style="color: Yellow"><s>Executioner</s></span> - If Rogue is more swash than stab Executioner stays and Thief goes</p><p><span style="color: Green">Harrier</span> - Striker</p><p><span style="color: Red"><s>Hunter</s></span> - Warlord</p><p><span style="color: Yellow"><s>Man-at-Arms</s> </span> - Redundant, Could go Leader and renamed Noble </p><p><span style="color: Green">Thief </span> - Striker/Controller*, renamed Rake</p><p><span style="color: Green">Weapon Master</span> - Striker/Defender</p><p></p><p>*-Cause their secondary abilities let them mess up a whole bunch of combatants at once.</p><p></p><p>2.) <span style="color: Red"><s>Cleric</s>, </span> <span style="color: Green">Fighter</span>, <span style="color: Yellow"><s>Paladin</s></span>, <span style="color: Green">Ranger</span>, <span style="color: Green">Rogue</span>, <span style="color: Green">Warlock,</span> <span style="color: Green">Warlord,</span> and <span style="color: Red"><s>Wizard</s> </span> </p><p></p><p>3.) Depending on circumstances the Archer, Armiger, Man at Arms, and Paladin might be salvageable. For the right world cleric & wizard should be optional.</p><p></p><p>4.)</p><p><span style="color: Red"><s>Traits</s></span> - Can it be balanced against stronger long term races?</p><p><span style="color: Yellow"><em>Tokens</em></span> - for the right classes and maybe as a way to do powers</p><p><span style="color: Red"><s>Weapon Profs</s></span> - 4E seems about right anyways, keep the light vs power distinction?</p><p><span style="color: Red"><s>Defense and Armor=DR</s> </span> - 4E defenses just seem nicer, </p><p><span style="color: Yellow"><em>Feat Mastery</em> </span> - Meld, some classes yes, others no, or just translate them into power paths</p><p><span style="color: Yellow"><em>Skill Groups</em> </span> - Meld, get rid of skill points for a class just give each class a set of skill groups for trained, then let them have a number of additional trained slots equal to their INT bonus for individual skills.</p><p><span style="color: Red"><s>Reserve Hitpoints</s></span> - Probably redundant</p><p><span style="color: Green">Skill Abilities </span> - Some might be redundant with 4E otherwise in like Flynn</p><p><span style="color: Yellow"><em>General Combat Rules</em> </span> - Case by case, but mostly 4E</p><p><span style="color: Green">Stunts</span> - May need to rebalance for new numbers</p><p><span style="color: SeaGreen">Zones</span> - In, unless redundant</p><p><span style="color: Red"><s>Villain Classes</s> </span> - already in 4E, apparently</p><p><span style="color: Green">Wealth Feats</span> - Sure!</p><p></p><p>I can't think of any others.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 4050284, member: 6533"] Well, were I you, and I'll likely be doing this even though I'm not, here is how I would work a homebrew conversions: 1.) Figure out which IH classes are redundant to 4E core classes - eliminate them. 2.) Figure out which 4E core classes are redundant or a violation of IH themes - eliminate them. 3.) Look at the pile of eliminateds and see which might work cause you want them to work - put them into a maybe pile. 4.) Decide yea or nay on the various IH sub systems you want to import into 4E. Of those divide them into meld or pure imports. 5.) Begin working out the sniggly details of making those sub-system changes work across your new list of classes. This is pure speculation and eyeballing but here are my picks for how that process will go for me: 1.) [COLOR=Red][S]Archer [/S][/COLOR] - Ranger [COLOR=Red][S]Armiger[/S][/COLOR] - Fighter [COLOR=Red][S]Arcanist[/S] [/COLOR] - Warlock [COLOR=Green]Berzerker[/COLOR] - Defender/Controller* [COLOR=Yellow][S]Executioner[/S][/COLOR] - If Rogue is more swash than stab Executioner stays and Thief goes [COLOR=Green]Harrier[/COLOR] - Striker [COLOR=Red][S]Hunter[/S][/COLOR] - Warlord [COLOR=Yellow][S]Man-at-Arms[/S] [/COLOR] - Redundant, Could go Leader and renamed Noble [COLOR=Green]Thief [/COLOR] - Striker/Controller*, renamed Rake [COLOR=Green]Weapon Master[/COLOR] - Striker/Defender *-Cause their secondary abilities let them mess up a whole bunch of combatants at once. 2.) [COLOR=Red][S]Cleric[/S], [/COLOR] [COLOR=Green]Fighter[/COLOR], [COLOR=Yellow][S]Paladin[/S][/COLOR], [COLOR=Green]Ranger[/COLOR], [COLOR=Green]Rogue[/COLOR], [COLOR=Green]Warlock,[/COLOR] [COLOR=Green]Warlord,[/COLOR] and [COLOR=Red][S]Wizard[/S] [/COLOR] 3.) Depending on circumstances the Archer, Armiger, Man at Arms, and Paladin might be salvageable. For the right world cleric & wizard should be optional. 4.) [COLOR=Red][S]Traits[/S][/COLOR] - Can it be balanced against stronger long term races? [COLOR=Yellow][I]Tokens[/I][/COLOR] - for the right classes and maybe as a way to do powers [COLOR=Red][S]Weapon Profs[/S][/COLOR] - 4E seems about right anyways, keep the light vs power distinction? [COLOR=Red][S]Defense and Armor=DR[/S] [/COLOR] - 4E defenses just seem nicer, [COLOR=Yellow][I]Feat Mastery[/I] [/COLOR] - Meld, some classes yes, others no, or just translate them into power paths [COLOR=Yellow][I]Skill Groups[/I] [/COLOR] - Meld, get rid of skill points for a class just give each class a set of skill groups for trained, then let them have a number of additional trained slots equal to their INT bonus for individual skills. [COLOR=Red][S]Reserve Hitpoints[/S][/COLOR] - Probably redundant [COLOR=Green]Skill Abilities [/COLOR] - Some might be redundant with 4E otherwise in like Flynn [COLOR=Yellow][I]General Combat Rules[/I] [/COLOR] - Case by case, but mostly 4E [COLOR=Green]Stunts[/COLOR] - May need to rebalance for new numbers [COLOR=SeaGreen]Zones[/COLOR] - In, unless redundant [COLOR=Red][S]Villain Classes[/S] [/COLOR] - already in 4E, apparently [COLOR=Green]Wealth Feats[/COLOR] - Sure! I can't think of any others. [/QUOTE]
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