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Iron Kingdoms Conversions
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<blockquote data-quote="Tzeentch" data-source="post: 4418165" data-attributes="member: 13222"><p><strong>IRON KINGDOMS RACE CONVERSIONS (UPDATED AND EXPANDED WITH LANGUAGE RULES AND HUMAN HOMELANDS)</strong></p><p><a href="http://www.enworld.org/forum/showthread.php?t=237526" target="_blank">http://www.enworld.org/forum/showthread.php?t=237526</a></p><p></p><p>- For languages, here I tried to roll up as many of the IK languages into the 4e basic language groups.</p><p></p><p><strong>IRON KINGDOMS FIREARMS</strong></p><p><a href="http://www.enworld.org/forum/showthread.php?t=237542" target="_blank">http://www.enworld.org/forum/showthread.php?t=237542</a></p><p></p><p>- 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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Tzeentch, post: 4418165, member: 13222"] [b]IRON KINGDOMS RACE CONVERSIONS (UPDATED AND EXPANDED WITH LANGUAGE RULES AND HUMAN HOMELANDS)[/b] [url]http://www.enworld.org/forum/showthread.php?t=237526[/url] - For languages, here I tried to roll up as many of the IK languages into the 4e basic language groups. [b]IRON KINGDOMS FIREARMS[/b] [url]http://www.enworld.org/forum/showthread.php?t=237542[/url] - 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. 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. [/QUOTE]
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