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<blockquote data-quote="Sadrik" data-source="post: 4319643" data-attributes="member: 14506"><p><strong>MULTI-CLASSING</strong></p><p>The multi-classing by feats will be called dual classing.</p><p>Multi-classing works as follows:</p><p><strong>First Level</strong></p><p>You can select up to three classes.</p><p></p><p><strong>Class Features</strong></p><p>You do not gain the “build option” selection but you do gain all other features</p><p><em>Example: A warlock gains: Prime shot, Curse, Shadow Walk but does not gain the pact.</em></p><p></p><p><strong>Class Defense Bonuses</strong></p><p>Gain 2 points of defense out of the available from the classes </p><p><em>Example: A Fighter/Wizard can put 2 in will or fortitude or 1 in each.</em></p><p></p><p><strong>Weapon Proficiency</strong></p><p>Proficiency in all available weapons from all classes</p><p></p><p><strong>Armor Proficiency</strong></p><p>Use the class with the worst armor proficiency</p><p></p><p><strong>Power Selection</strong></p><p>Select your powers from all available classes. Ability to use any appropriate class implements. A Wizard picks 2 for his utility and daily as usual.</p><p></p><p><strong>Hit Points and Surges</strong></p><p>Use your best class</p><p></p><p><strong>Skill Selection</strong></p><p>Get the free ones and then your overall total is equal to your class with the highest.</p><p><em>Example: Cleric/Rogue would have religion, thievery and stealth and pick 3 others because a rogue can have a total of 6.</em></p><p></p><p><strong>SKILLS</strong></p><p>Dungeoneering, Heal, Nature, and Streetwise are Intelligence based skills.</p><p>Skill Challenges are less formalized. DM makes up the challenges. I may change this as I have not had a chance to read all of the skill challenge threads or the skill challenge rules themselves in the book.</p><p></p><p><strong>DEFENSES</strong></p><p>Stat Polarity is a big problem here is how it is addressed. I am still experimenting with how this works but this is what I have so far:</p><p>STR + 10 + Armor + Shield = AC/Parry</p><p>CON + 10 = Fortitude</p><p>DEX + 10 - Armor Penalty + Shield = Reflexes/Dodge</p><p>INT none (just lots of skills)</p><p>WIS none (passive Perception and Insight skills) </p><p>CHA + 10 = Will</p><p></p><p><strong>CLASSES</strong></p><p>Fighter- none</p><p>Rogue- none</p><p>Warlord- none</p><p>Wizard- none</p><p>Ranger- all attacks key off of DEX (STR is still added to damage on those formerly STR based powers)</p><p>Cleric- all attacks key off of WIS (STR is still added to damage on those formerly STR based powers), Turn Undead class feature can be replaced with one of the deity specific feats.</p><p>Warlock- all attacks key off of CHA (CON is still added to damage on those formerly CON based powers)</p><p>Paladin- all attacks key off of CHA (STR is still added to damage on those formerly STR based powers)</p><p></p><p><strong>FEATS</strong></p><p>The +1 damage with two damage types feats, remove all prerequisites</p><p>Weapon Focus +1 to attack rolls with chosen weapon group</p><p>Linguist gives 1 bonus language per point of INT modifier, remove prerequisite</p><p></p><p><strong>New Feats </strong></p><p><strong>Weapon Specialization </strong></p><p>Prerequisite: Weapon Focus in the same group </p><p>Benefit: +1 damage with chosen weapon group</p><p></p><p><strong>Half Elf [Human]</strong></p><p>Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Wis</p><p>Vision: Low Light</p><p>Dual Heritage: You may select Elf feats.</p><p>Parent’s Daily: In place of the bonus at will power race feature a half elf gains the encounter power of their parent race as a daily power.</p><p>Special: Because being a half elf is something you are born too, this feat can not be retrained.</p><p></p><p><strong>Half Eladrin [Human]</strong></p><p>Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Int</p><p>Vision: Low Light</p><p>Dual Heritage: You may select Eladrin feats.</p><p>Parent’s Daily: In place of the bonus at will power race feature a half eladrin gains the encounter power of their parent race as a daily power.</p><p>Special: Because being a half elf is something you are born too, this feat can not be retrained.</p><p></p><p><strong>Half Drow [Human]</strong></p><p>Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Cha.</p><p>Vision: Dark </p><p>Dual Heritage: You may select Drow feats.</p><p>Parent’s Daily: In place of the bonus at will power race feature a half drow gains the encounter power of their parent race as a daily power.</p><p>Special: Because being a half elf is something you are born too, this feat can not be retrained.</p><p></p><p><strong>Half Orc [Human]</strong></p><p>Prerequisite: 1st level only, Human, human ability modifier must have been placed in Str or Con.</p><p>Vision: Dark</p><p>Dual Heritage: You may select Orc feats.</p><p>Parent’s Daily: In place of the human bonus at will power race feature a half orc gains the encounter power of their parent race as a daily power.</p><p>Special: Because being a half orc is something you are born too, this feat can not be retrained.</p><p></p><p><strong>WEAPONS</strong></p><p>Greatsword does 1d12 damage</p><p>Staff and Quarterstaff are mechanically the same.</p><p>Rod and club are mechanically the same.</p><p>Superior weapons do not need a feat to be used but all are +2 proficiency except the bastard sword which is still +3.</p><p>Weapon sizes are used (similar to 3.5), wrong size and you do not get proficiency.</p><p>Superior weapons have +1 to attack rolls for +300 GP (similar to 3.5 masterwork).</p><p></p><p><strong>MAGIC ITEM SLOTS</strong></p><p>They are:</p><p>Implement (2) (weapon, shield, holy symbol, wand, rod, staff)</p><p>Head (helm, hat, crown)</p><p>Body (armor, robe, suit, vest)</p><p>Back (cloak, mantle, wings)</p><p>Waist (belt, girdle)</p><p>Hands (gloves, gauntlets)</p><p>Feet (boots, sandals, slippers, shoes)</p><p>Miscellaneous (4) (jewelry (necklace, amulet, periapt, gem, stone, pearl, etc), headband, eyes, bracers, mask, ring (limited to one per hand))</p><p></p><p><strong>RACE</strong></p><p>Half elves are now feats so that makes the half-elf into another breed of humans.</p><p><strong>Noble Human (Half Elf)</strong></p><p>Loses Low Light vision</p><p>Loses Dual Heritage feature</p><p>Gains a bonus feat as per human</p><p></p><p><strong>Group Racial Features</strong></p><p>Group Perception, Group Diplomacy and Group Insight and any similar abilities will be replaced with the following power:</p><p>At-Will</p><p>Minor Action, Ranged 5</p><p>Targets: one target</p><p>Effect: Give a +1 Power bonus to a Perception/Diplomacy/Insight until the end of the targets next turn.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4319643, member: 14506"] [B]MULTI-CLASSING[/B] The multi-classing by feats will be called dual classing. Multi-classing works as follows: [B]First Level[/B] You can select up to three classes. [B]Class Features[/B] You do not gain the “build option” selection but you do gain all other features [I]Example: A warlock gains: Prime shot, Curse, Shadow Walk but does not gain the pact.[/I] [B]Class Defense Bonuses[/B] Gain 2 points of defense out of the available from the classes [I]Example: A Fighter/Wizard can put 2 in will or fortitude or 1 in each.[/I] [B]Weapon Proficiency[/B] Proficiency in all available weapons from all classes [B]Armor Proficiency[/B] Use the class with the worst armor proficiency [B]Power Selection[/B] Select your powers from all available classes. Ability to use any appropriate class implements. A Wizard picks 2 for his utility and daily as usual. [B]Hit Points and Surges[/B] Use your best class [B]Skill Selection[/B] Get the free ones and then your overall total is equal to your class with the highest. [I]Example: Cleric/Rogue would have religion, thievery and stealth and pick 3 others because a rogue can have a total of 6.[/I] [B]SKILLS[/B] Dungeoneering, Heal, Nature, and Streetwise are Intelligence based skills. Skill Challenges are less formalized. DM makes up the challenges. I may change this as I have not had a chance to read all of the skill challenge threads or the skill challenge rules themselves in the book. [B]DEFENSES[/B] Stat Polarity is a big problem here is how it is addressed. I am still experimenting with how this works but this is what I have so far: STR + 10 + Armor + Shield = AC/Parry CON + 10 = Fortitude DEX + 10 - Armor Penalty + Shield = Reflexes/Dodge INT none (just lots of skills) WIS none (passive Perception and Insight skills) CHA + 10 = Will [B]CLASSES[/B] Fighter- none Rogue- none Warlord- none Wizard- none Ranger- all attacks key off of DEX (STR is still added to damage on those formerly STR based powers) Cleric- all attacks key off of WIS (STR is still added to damage on those formerly STR based powers), Turn Undead class feature can be replaced with one of the deity specific feats. Warlock- all attacks key off of CHA (CON is still added to damage on those formerly CON based powers) Paladin- all attacks key off of CHA (STR is still added to damage on those formerly STR based powers) [B]FEATS[/B] The +1 damage with two damage types feats, remove all prerequisites Weapon Focus +1 to attack rolls with chosen weapon group Linguist gives 1 bonus language per point of INT modifier, remove prerequisite [B]New Feats [/B] [B]Weapon Specialization [/B] Prerequisite: Weapon Focus in the same group Benefit: +1 damage with chosen weapon group [B]Half Elf [Human][/B] Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Wis Vision: Low Light Dual Heritage: You may select Elf feats. Parent’s Daily: In place of the bonus at will power race feature a half elf gains the encounter power of their parent race as a daily power. Special: Because being a half elf is something you are born too, this feat can not be retrained. [B]Half Eladrin [Human][/B] Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Int Vision: Low Light Dual Heritage: You may select Eladrin feats. Parent’s Daily: In place of the bonus at will power race feature a half eladrin gains the encounter power of their parent race as a daily power. Special: Because being a half elf is something you are born too, this feat can not be retrained. [B]Half Drow [Human][/B] Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Cha. Vision: Dark Dual Heritage: You may select Drow feats. Parent’s Daily: In place of the bonus at will power race feature a half drow gains the encounter power of their parent race as a daily power. Special: Because being a half elf is something you are born too, this feat can not be retrained. [B]Half Orc [Human][/B] Prerequisite: 1st level only, Human, human ability modifier must have been placed in Str or Con. Vision: Dark Dual Heritage: You may select Orc feats. Parent’s Daily: In place of the human bonus at will power race feature a half orc gains the encounter power of their parent race as a daily power. Special: Because being a half orc is something you are born too, this feat can not be retrained. [B]WEAPONS[/B] Greatsword does 1d12 damage Staff and Quarterstaff are mechanically the same. Rod and club are mechanically the same. Superior weapons do not need a feat to be used but all are +2 proficiency except the bastard sword which is still +3. Weapon sizes are used (similar to 3.5), wrong size and you do not get proficiency. Superior weapons have +1 to attack rolls for +300 GP (similar to 3.5 masterwork). [B]MAGIC ITEM SLOTS[/B] They are: Implement (2) (weapon, shield, holy symbol, wand, rod, staff) Head (helm, hat, crown) Body (armor, robe, suit, vest) Back (cloak, mantle, wings) Waist (belt, girdle) Hands (gloves, gauntlets) Feet (boots, sandals, slippers, shoes) Miscellaneous (4) (jewelry (necklace, amulet, periapt, gem, stone, pearl, etc), headband, eyes, bracers, mask, ring (limited to one per hand)) [B]RACE[/B] Half elves are now feats so that makes the half-elf into another breed of humans. [B]Noble Human (Half Elf)[/B] Loses Low Light vision Loses Dual Heritage feature Gains a bonus feat as per human [B]Group Racial Features[/B] Group Perception, Group Diplomacy and Group Insight and any similar abilities will be replaced with the following power: At-Will Minor Action, Ranged 5 Targets: one target Effect: Give a +1 Power bonus to a Perception/Diplomacy/Insight until the end of the targets next turn. [/QUOTE]
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