D&D 4E My 4e changes so far

TimeOut said:
Perhaps: Once per encounter you may spend a healing surge, but regain no hit points. Instead you regain the use of one racial encounter power you have already used.
Yeah, that is better, thanks! I'll change it.
 

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Maybe it's just me, but from the list of items you're talking about importing from 3.5, perhaps it would be easier to crib from 4e than from 3.5.
 

Notmousse said:
Maybe it's just me, but from the list of items you're talking about importing from 3.5, perhaps it would be easier to crib from 4e than from 3.5.
The 2 games really are quite different, and things can't just be brought over unchanged. I'm trying to find 4.0 rules for some 3.5 powers and concepts.

So, for instance, racial paragons are not short prestige classes for characters to take, but rather a single Paragon level feat that lets them recharge their racial encounter power.

Familiars are not nearly the same thing as in 3.5, they are simply a 4th Implement that a Wizard can choose to master.

Eldritch Essences can't be added to each and every Eldritch Blast a Warlock casts at will, but instead once per encounter, and they have very different effects than their 3.5 cousins.

For me, it's about trying to capture a bit of the flavor and concepts from 3.5 and port them into 4.0 terms. 4e already did some of this, by adapting things like Turn Undead, Sleep, and Fireball. Terms like that just help me feel like it's D&D that I'm playing, and I'm just trying to add a few more of them. I'm sure future 4e books will include more such adaptations, but these are placeholders for now.
 

Ok, here's version 1.2. Very little changed this time, except the Int bonus skills. Thanks to a suggestion from someone on these forums, I decided to go with the Int bonus giving background skills (or languages) instead of giving additional bonuses to adventuring skills. Here's how it now works:

Intelligence Bonus for Skills – Highly intelligent characters have an easier time learning skills and languages. Characters may choose a number of languages or background skills equal to their Int bonus. Each point devoted to languages gives him 1 additional language. Each point devoted to Background Skills means he is Trained in a non-adventuring skill, related to his life before becoming an adventurer. Options include Knowledge skills, Professions, Crafts, Performs, hobbies, area knowledge, etc. No skill should significantly duplicate a standard adventuring skill (so no Arcana or History). But things like Law, Profession: Ratcatcher, Weaponsmith, Heraldry, Singing, Dancing, Farming, Sailing, Vintner, or Waterdeep Knowledge are all fine.

I think that this will provide some nice role-playing opportunities, create more well-rounded characters by encouraging thoughts about their non-adventuring life, help cover some of the skills removed in 4e, and occasionally be useful in certain situations. What do you think?
 

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Samurai said:
I think that this will provide some nice role-playing opportunities, create more well-rounded characters by encouraging thoughts about their non-adventuring life, help cover some of the skills removed in 4e, and occasionally be useful in certain situations. What do you think?

Definitely. A good idea. :)
 

Ok, here's the latest version! I added a few more feats for Dwarves and Dragonborn, and changed the way Wizard Implements work, as well as the Warlock's Rod Implement. I removed the Warrior of the Wild fix because the official errata is out now, and corrects that. Let me know what you think!
 

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