Jade Empire 4E game

Angellis_ater

First Post
So, I got my hands on Jade Empire from a few years back (for the Xbox) and realized what an awesome setting it would make for 4E's more "action-focused" gaming. Now, I was wondering if anyone had any ideas for it, things to watch out for and most importantly - suggestions how to carry over the 8 core classes into an "asian" setting like Jade Empire, as well as what to do about races.

I'm considering removing race completely and calling them "backgrounds" instead, each race representing how one grew up. Ofcourse, this presents some problem for those whose racial abilities are less... general (Dragonborn and Tieflings, I'm looking at you!).

I'd also love to include the possibility for players playing Ogres.

For those of you who don't know what Jade Empire is - check out BioWare's site here.
 

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Not to bash 4e, it's okay, but given the cinematic aspects of Jade Empire I'd have to say the system is all wrong for it. I agree with getting rid of classes and moving to backgrounds, but why convert a system when there are other systems already better suited for it. I'd go with either HEX, Savage Worlds, True20, Modified d20 Cthulhu, Modified Star Wars Saga, or even modified d20 Modern before going 4e.

Modifying d20 Cthulhu would only require you to modify the backgrounds and strip out the insanity rules. It's class system is focused on being defensive or offensive then picking a background for your character and 12 skills as your class skills. I've always thought WotC had something going with that system but they didn't go anywhere with it.

Modified Alternity might work also. Though if you're going Martial Arts theme why not modify L5R or Qin, probably the later first if I had to chose between them. Chaosium's Basic Roleplaying would work also.
 

I would've thought that 4E's focus on "action-adventure roleplaying" would've fit the martial focus of Jade Empire very well?

I've Narrated True20 and while I love the system itself, I find that it would be hard to create such a... unconcerned martial focus as in Jade Empire. In True20, being hurt HURTS, you take damage and go down fast and hard when things start getting ugly. In Jade Empire a single (although powerful) individual takes down some 30 cannibals for example. 30 cannibals would've been staking and steaking a True20 character, almost regardless of level. I love True20 for most of my games, EXCEPT those that take an overly cinematic approach.

And while Jade Empire does have Martial Arts, its many styles include Support Styles (slowing your enemies, draining their Chi), Magic Styles (freezing, burning & others), Transformation Styles (turning into a vicious deamon and going berzerk) and Weapon Styles - so its very much NOT only about the Martial Arts, but a bunch of more stuff.

So, lets assume I'm doing this in 4E because of the suggested I don't have access to most and I want to play SWSE in a SW universe first, before I use it for this. :)
 

Which is why I actually suggest HEX first. In HEX you roll your attack against the opponents defense roll and if you beat it you do damage equal to the difference, but if not you do nothing, opposing rolls are essentially blocking of blows with your own moves as seen in movies. Really can't do that with 4e, but can get close with True20.
 

And while Jade Empire does have Martial Arts, its many styles include Support Styles (slowing your enemies, draining their Chi), Magic Styles (freezing, burning & others), Transformation Styles (turning into a vicious deamon and going berzerk) and Weapon Styles - so its very much NOT only about the Martial Arts, but a bunch of more stuff.

So, lets assume I'm doing this in 4E because of the suggested I don't have access to most and I want to play SWSE in a SW universe first, before I use it for this. :)

Your idea should work very easily. Replacing races with backgrounds will work, or you can ask that all players are human and then use the background choices from the Forgotten Realms Players Guide or Dragon 366 (it is free) Edit- All the background stuff is also in the Character Builder Beta.

As for the classes, consider adding the Mageblade from the FRPG and mainly reskin and rename. You can engage the players with this to come up with more asian style names for thier powers and class abilities. Rename weapons as appropriate as well.

Run with player ideas, allow then to use unarmed strikes and kicks as a weapon (martial, +3 Proficiency, 1d6 damage with the feat Empty Hand increasing the damage to D8) Fighters, Warlords, Rangers and Paladins make up the warrior caste, Rogues and Rangers are also occaionally ninja's. The arcane classes are collectively known as Shugena. Clerics are referred to as Teacher.

The most important thing will be getting the flavour of the setting right, so it doesn't come across as "wierd Europe". Emphasise the steampunk nature of the Empire a bit, adapt the airships from Adventurers Vault so that they run on technology, not magic. Possibly allow the Artificer playtest class.

Oh and read up on oriental history and cultures, and referance any oriental style rpg material you have (no matter the system or edition raid it for the setting feeling and tone).

Hope this helps?

Phaezen

Edit: Now I want to install Jade Empire again
 
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I was thinking to style the different classes as follows:

Fighter - Martial Artist (adding Unarmed Attacks as a choice for Combat Talent). The biggest problem is the many "weapon themed" powers and thus I was considering that one should choose style in concordance with weapon. So there would be styles for reach weapons (mainly kicks, like Tae-kwan-do), axes (white dragon?), swords (leaping tiger) and so on. This makes most Fighter powers work well with the chosen style of a Martial Artist.

Ranger - I was thinking Lotus Assassin for the Rangers. Two weapon style for Executioners, ranged for Inquisitors. A little too "nature-y" for the Lotus Order though. Perhaps they could be Mercenary (like Black Whirlwind? He has 2 axes?)

Warlord - well, warlords feel very Jade Empire and their powers seem fitting.

Rogue - extremely hard in some ways, very Ninja in others. Conflicted in regards to the Rogue as they could also be twinned into Executioners/Inquisitors for the Lotus Assassins. Suggestions to a solution here would do wonders.

Warlock - Infernal Pact is definately a pact with Death's Hand (would that make them Lotus Assassins too?). Fey Pact is a pact with some kind of Fox Spirit and Star Pact could be a pact with the Celestial Bureaucracy?

Wizard - Shugenja is a nice name for them, and I would probably ask the player to choose their "style" (ie Fire or Ice and depending on Open Palm vs Closed Fist either Earth or Wind) and have them use primarily "Magic Styles" and "Support Styles". I was considering changing their "Arcane Implement Mastery" into some form of Support Style...

Cleric - Philosophers, right? In Jade Empire these are the ones who study the Celestial Bureacracy. However, they seem a little martial for Philosophers, so perhaps Spirit Monks (like the main character in JE)?

Paladins - Samurai, clearly. Challenges, smites and leadership? Definately Samurai :D
 

I was considering the following backgrounds:

Dragonborn
- Elemental Monk (the dragonbreath becoming a single expression of a chosen Elemental Style). The character was raised and trained amongst the warrior monks of either the Open Palm or the Closed Fist and because of this he is tougher, more dangerous in combat but also well educated and taught to be a leader.

Dwarf
- Soldier. The character has been apart of the Imperial Army since he was very young. He has learned how to stay focused, keep working on regardless of what happens and has eaten everything the Jade Empire has to offer in his travels.

Eladrin
- Scholar. The character has studied with those who have mastered the Magic Styles and has thus learned Spirit Jumping (teleport) as well as the Stance of the Transcendant Body (trance meditation). As a martial artist, he has also been taught the Dancing Longsword Style (ie proficiency with longsword and the possibility of taking Eladrin Soldier).

Elf - Outcast. Born amongst hunters, mercenaries, thugs or even outlaws. You have learned how to get ahead in life, most commonly in the wilderness. You're trained to hunt (proficient with bows and bonus to Nature and Perception) and trained to be observant and fast above all things.

Half-Elf - Trader. Born on the road either amongst traders and merchants, or perhaps a travelling circus, theatre group or performers. You have learned how to get along with people, from the day you were born and have picked up ideas and even martial training from many sources.

Halfling
- Not Available as Background (unless someone has some good ideas here?)

Human - Varied. You have no defining trait that colours your background. Like so many others, you have spent time both in the country and in the city. You have walked amongst the winding roads of the Imperial City and the treacherous paths of the Shadow Forest. There is no occupation that is beyond you and whatever you choose, you've probably already encountered and understood much of what its essence is about already.

Tiefling - Aristocrat. You've been born and raised privileged. You've been taught to think for yourself, yet you could flaunt your education. You were taught to be gracious, and so you've learned how to lie, bluff and get away with whatever fancy strikes you. The aristocracy, regardless of whether it is nobility, royality or the privileged elite, looks down upon the common man. You're most probably jaded already and when your feelings do roar to life, they're often filled with malevolence and bloodthirst. You've been protected by a ritual that defends you against fire, a mark of the privileged.

Whatya think?
 
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Whatya think?
Cool stuff, but I can't say the basic human fits into this array any longer - the description is a bit generic. Rather flavour it as wanderer who has picked up a lot of things during his journeys or something like that than the rather generic "varied".

Also, I reckon that the path of the open palm/closed fist would make nice multiclass-only classes, with appropriate paragon paths and so on.

Cheers, LT.
 

I saw a pretty spiffy system for a similar setting where races were essentially chi conditions placed on your soul.

So there weren't humans, elves, and so forth - just people who had attained different qualities or conditions upon their enlightenment over the course of reincarnation.
 

Using races as a "Reincarnated Soul" template was a pretty spiffy idea, but the problem remains that the more I think about it, the more it kinda feels forced. I might change the Dwarf into the Ogre though (since Ogres are about the only other, sentient, species that appears in the game). They're slow and ponderous, tough and while not intelligent, often in tune with themselves (Wisdom bonus). Most of the Dwarven racial abilities fit pretty well too.

So, Dwarf -> Ogre, Human -> Wanderer and we're getting closer. Still forced, the classes feel a little... weird? In Jade Empire, all magic is either Spiritual or Elemental in nature. Thus, it would seem natural to try to connect the Cleric to some form of Spiritual Magic (like Transformation Styles?)
 

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