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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Is it me or are 4E modules just not...exciting?
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<blockquote data-quote="catsclaw227" data-source="post: 5580912" data-attributes="member: 14197"><p>I'm actually converting the Pathfinder mini-campaign by the ol' Necromancer guys called <a href="http://www.talesofthefroggod.com/index.php/products/the-slumbering-tsar-saga" target="_blank">Slumbering Tsar</a>.</p><p></p><p>Very sandboxy, very flavorful. I am finding the conversion easy, though we are only 2 sessions of playing in and I've only done 4 sessions or so of converting. Converting a sandbox can be tricky. </p><p></p><p>And I have sorta revamped the magic item system, using some of the common/uncommon/rare paradigms melded with a pseudo-legendary item mentality. We are viewing items as malleable, with the magic contained within being almost alive. If a critical event occurs, like the Invoker scores a major critical or timely death blow with his divine power on a semi-boss or key encounter, then maybe his implement will get better. Go up a plus or get some special item property. Likewise for martial guys. If that blade eviscerates an acid creature, maybe the blade becomes an acid blade or a bane weapon of sorts, or goes up a plus.</p><p></p><p>This way, players keep their weapons, there's no need for magic item shops, and treasure they gain can be more like old time sword and sorcery stuff like wondrous items or mystic jewels and gems, or pots of gold, or cool components.</p><p></p><p>I don't have rules yet, but the players trust me to keep them relatively balanced in relation to where they "should be" by 4e standards.</p><p></p><p>I may blog about it, along with my conversions and such as well.</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 5580912, member: 14197"] I'm actually converting the Pathfinder mini-campaign by the ol' Necromancer guys called [URL="http://www.talesofthefroggod.com/index.php/products/the-slumbering-tsar-saga"]Slumbering Tsar[/URL]. Very sandboxy, very flavorful. I am finding the conversion easy, though we are only 2 sessions of playing in and I've only done 4 sessions or so of converting. Converting a sandbox can be tricky. And I have sorta revamped the magic item system, using some of the common/uncommon/rare paradigms melded with a pseudo-legendary item mentality. We are viewing items as malleable, with the magic contained within being almost alive. If a critical event occurs, like the Invoker scores a major critical or timely death blow with his divine power on a semi-boss or key encounter, then maybe his implement will get better. Go up a plus or get some special item property. Likewise for martial guys. If that blade eviscerates an acid creature, maybe the blade becomes an acid blade or a bane weapon of sorts, or goes up a plus. This way, players keep their weapons, there's no need for magic item shops, and treasure they gain can be more like old time sword and sorcery stuff like wondrous items or mystic jewels and gems, or pots of gold, or cool components. I don't have rules yet, but the players trust me to keep them relatively balanced in relation to where they "should be" by 4e standards. I may blog about it, along with my conversions and such as well. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Is it me or are 4E modules just not...exciting?
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