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D&D Older Editions, OSR, & D&D Variants
Modding 4e
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<blockquote data-quote="ashockney" data-source="post: 6202866" data-attributes="member: 1363"><p>I too, enjoyed 4e quite a bit. In particular - quick DM prep, skill challenge system, and high level play were masterfully done. Most of my games are run at cons, so to modify in an effort to produce more "ToTM" effect (but still support grid/combat for those that want it, I made the following modifications to what I called 4e simplified:</p><p></p><p>Use the 4e Character Builder (Dungeons and Dragons Online Tool) </p><p>No Attacks of Opportunity </p><p>No Action Points </p><p>No Daily Attack Powers </p><p>No Second Wind Action (this can be a racial or class feature for "defender" characters who take it as a utility) </p><p> Most character classes may "blend" a second wind effect into a utility power of 14th level or higher when triggered. </p><p>No Death Saving Throws - there is one chance to survive (one round for magic/skill intervention to stabilize you) </p><p>No ongoing effects (save ends) all effects are until ENT = End of Next Turn </p><p>No magic item encounter powers (unless taken as a utility), these are otherwise simply stripped from characters. Magic items still grant their "properties". </p><p>No "insta-heal" available, maximum one power per four levels can "grant" a healing surge (1:1st-4th; 2:5th-8th; 3:9th-12th; 4:13th-16th; 5 of 10 powers max above 17th level) </p><p>No support healing availble, half of the insta-heal limitation for support such as warlord, paladin, shaman to a maximum of 3 of 10 powers above 17th level. </p><p> </p><p>Simpler Character Sheet - everything you need should fit on one Excel Spreadsheet sample character sheet (see Character Sheet) </p><p>Simpler Initiative - take turns going around the table for initiative, and take initiative in groups. Surprise is -10 to group initiative roll. </p><p>Simpler Healing - in a short rest you can spend up to two healing surges, in an extended rest you can spend up to three healing surges </p><p>Simpler Actions - you start the game with daily attacks (melee and ranged) and one attack power and one utility power. </p><p>Simpler Rest - all powers are reset with a short rest. </p><p>Simpler Ritual Casting - you can do anything "level" and "class" appropriate in a skill challenge format </p><p>Simpler Exploration and Interaction - you can explore or interact at any time, including in combat, using the skill challenge method (also see below) </p><p>Simpler Skill Challenge - there is a simpler system to handle skill challenges and enhance drama, see "sheet" below </p><p>Simpler Tactical Combat - movement is assumed to be 5, 10, 15, or 30 spaces separated. To close/separate requires an appropriate move action. </p><p> To close/separate with tactical advantage from terrain requires a successful move action AND skill check as determined by the DM. </p><p>Simpler Power Effects - Blast/Burst Effects target 1dX+1 enemies (where x = the area designated); +1 if crowded </p><p> A caster can "call" to attempt to acquire additional targets where they have enemies in the way, with a successful skill check (all at DM's reason). </p><p>Simpler Flanking Effect - Flanking grants advantage to an attack, any two opponents attacking the same target (for second opponent). </p><p> Any movement removes flanking automatically. </p><p>Simpler defender ability - anyone who can "mark" an opponent grants a "defender aura" that can be turned on/off as a free action. </p><p>Simpler saving throws - granting a saving throw can end effects that all last until ENT (often increased AoE to offset limited usefulness) </p><p>Simpler ad-hoc effects - you can deal an increase of up to 1W damage with a successful skill check, all moderated by the DM (arcana, religion, athletics, etc) </p><p>Simpler combat modifiers and powers - the DM has complete authority to "combine" effects into powers or into combined combat modifiers </p><p> </p><p>You gain racial, profession, theme, background, and magic item powers as listed per the usual 4e character builder, but may only choose as many as listed above. </p><p>The maximum number of attack powers you may have at one time is 5 at 10th level (gaining one every other level starting with 1st). </p><p>The maximum number of utility powers you may have at one time is 5 at 11th level (gaining one every other level starting with 2nd). </p><p>Attack and Utility Powers can have additional benefits that occur anytime you use the power ("effect"), only when you hit ("condition"), and only when you "miss". </p><p>Utility powers can be used when it is not your turn, you may enact them if they are listed as a "reaction" or "prevent" power and the triggering effect is met. </p><p>Utility powers with an Immediate Interrupt trigger are considered "prevent" powers. </p><p>You may use a utility power with a "free action" only on your turn. You may use an unlimited amount of free actions, so long as you meet the triggering conditions. </p><p>Make magic matter! There are two levels where you get a special character trait, these can be game changing "permanent" magic effects at 9th and 18th level. </p><p> These magic mod effects should be the equivalent of "rare" magic items on par with +2 effects (armor/magic) at 9th level, and +4 effects at 18th level. </p><p> These magic mods are of course in addition to the appropriate "weapon" attack/damage routine. </p><p> Otherwise "common" magic items from the game should be accessible by being made or acquired through skill challenges, or found. </p><p> All "uncommon" magic items (or better) MUST be awarded from a DM. </p><p>Make race matter! Everyone gets a racial power at 1st level (utility), which can be reset at 14th level.</p></blockquote><p></p>
[QUOTE="ashockney, post: 6202866, member: 1363"] I too, enjoyed 4e quite a bit. In particular - quick DM prep, skill challenge system, and high level play were masterfully done. Most of my games are run at cons, so to modify in an effort to produce more "ToTM" effect (but still support grid/combat for those that want it, I made the following modifications to what I called 4e simplified: Use the 4e Character Builder (Dungeons and Dragons Online Tool) No Attacks of Opportunity No Action Points No Daily Attack Powers No Second Wind Action (this can be a racial or class feature for "defender" characters who take it as a utility) Most character classes may "blend" a second wind effect into a utility power of 14th level or higher when triggered. No Death Saving Throws - there is one chance to survive (one round for magic/skill intervention to stabilize you) No ongoing effects (save ends) all effects are until ENT = End of Next Turn No magic item encounter powers (unless taken as a utility), these are otherwise simply stripped from characters. Magic items still grant their "properties". No "insta-heal" available, maximum one power per four levels can "grant" a healing surge (1:1st-4th; 2:5th-8th; 3:9th-12th; 4:13th-16th; 5 of 10 powers max above 17th level) No support healing availble, half of the insta-heal limitation for support such as warlord, paladin, shaman to a maximum of 3 of 10 powers above 17th level. Simpler Character Sheet - everything you need should fit on one Excel Spreadsheet sample character sheet (see Character Sheet) Simpler Initiative - take turns going around the table for initiative, and take initiative in groups. Surprise is -10 to group initiative roll. Simpler Healing - in a short rest you can spend up to two healing surges, in an extended rest you can spend up to three healing surges Simpler Actions - you start the game with daily attacks (melee and ranged) and one attack power and one utility power. Simpler Rest - all powers are reset with a short rest. Simpler Ritual Casting - you can do anything "level" and "class" appropriate in a skill challenge format Simpler Exploration and Interaction - you can explore or interact at any time, including in combat, using the skill challenge method (also see below) Simpler Skill Challenge - there is a simpler system to handle skill challenges and enhance drama, see "sheet" below Simpler Tactical Combat - movement is assumed to be 5, 10, 15, or 30 spaces separated. To close/separate requires an appropriate move action. To close/separate with tactical advantage from terrain requires a successful move action AND skill check as determined by the DM. Simpler Power Effects - Blast/Burst Effects target 1dX+1 enemies (where x = the area designated); +1 if crowded A caster can "call" to attempt to acquire additional targets where they have enemies in the way, with a successful skill check (all at DM's reason). Simpler Flanking Effect - Flanking grants advantage to an attack, any two opponents attacking the same target (for second opponent). Any movement removes flanking automatically. Simpler defender ability - anyone who can "mark" an opponent grants a "defender aura" that can be turned on/off as a free action. Simpler saving throws - granting a saving throw can end effects that all last until ENT (often increased AoE to offset limited usefulness) Simpler ad-hoc effects - you can deal an increase of up to 1W damage with a successful skill check, all moderated by the DM (arcana, religion, athletics, etc) Simpler combat modifiers and powers - the DM has complete authority to "combine" effects into powers or into combined combat modifiers You gain racial, profession, theme, background, and magic item powers as listed per the usual 4e character builder, but may only choose as many as listed above. The maximum number of attack powers you may have at one time is 5 at 10th level (gaining one every other level starting with 1st). The maximum number of utility powers you may have at one time is 5 at 11th level (gaining one every other level starting with 2nd). Attack and Utility Powers can have additional benefits that occur anytime you use the power ("effect"), only when you hit ("condition"), and only when you "miss". Utility powers can be used when it is not your turn, you may enact them if they are listed as a "reaction" or "prevent" power and the triggering effect is met. Utility powers with an Immediate Interrupt trigger are considered "prevent" powers. You may use a utility power with a "free action" only on your turn. You may use an unlimited amount of free actions, so long as you meet the triggering conditions. Make magic matter! There are two levels where you get a special character trait, these can be game changing "permanent" magic effects at 9th and 18th level. These magic mod effects should be the equivalent of "rare" magic items on par with +2 effects (armor/magic) at 9th level, and +4 effects at 18th level. These magic mods are of course in addition to the appropriate "weapon" attack/damage routine. Otherwise "common" magic items from the game should be accessible by being made or acquired through skill challenges, or found. All "uncommon" magic items (or better) MUST be awarded from a DM. Make race matter! Everyone gets a racial power at 1st level (utility), which can be reset at 14th level. [/QUOTE]
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