Tzeentch
First Post
IRON KINGDOMS RACE CONVERSIONS (UPDATED AND EXPANDED WITH LANGUAGE RULES AND HUMAN HOMELANDS)
http://www.enworld.org/forum/showthread.php?t=237526
- For languages, here I tried to roll up as many of the IK languages into the 4e basic language groups.
IRON KINGDOMS FIREARMS
http://www.enworld.org/forum/showthread.php?t=237542
- I think I was on a similar line of thinking as you. The damages are as per IK for the most part however (minus the rather odd + and - damages you noted). Reload times are quite high in my version to counter that. I really like your gun mage sample power, but I would probably treat gun mages as just Wizards with, at best, substitution powers.
http://www.enworld.org/forum/showthread.php?t=237526
- For languages, here I tried to roll up as many of the IK languages into the 4e basic language groups.
IRON KINGDOMS FIREARMS
http://www.enworld.org/forum/showthread.php?t=237542
- I think I was on a similar line of thinking as you. The damages are as per IK for the most part however (minus the rather odd + and - damages you noted). Reload times are quite high in my version to counter that. I really like your gun mage sample power, but I would probably treat gun mages as just Wizards with, at best, substitution powers.
True. Although some of the aspects of the Artificer are not great matches (although it seems perfect for Cyriss-worshippers) it can fit in for both the bodger and arcane mechanik I think - especially with "substitution" abilities that better match the two themes. In 4e especially there's not much reason to invent a whole new cloth for a class (or two) that even in 3e was pretty marginal in group utility.Second, you're right about classes being pretty straight forward. The IK ranger is the 4e Ranger. For the Arcane Mechanik I'd suggest using the Artificer from Eberron (after all, it was Eberron that stole the AM rules why not take it back). They have rules for magically repairing machines and magically creating machines (like Darius or the IC Combine). There's a Dragon Magazine preview that gives some details as a WiP.
I'm partial to something very simple that doesn't mess with healing too much (due to that being an important game balance mechanism). How about instead just straight penalties to the amount healed based on divergent religions and the skill check only for big uses of healing (dailies, encounters) and have the penalty not be at the mercy of a random die roll to keep things? I'm not sure how to go about this honestly, it's a core difference of the IK universe.Third, healing. For divine healing you could use skill checks. Use the Religion skill and provide a DC: