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My 4e problem.
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<blockquote data-quote="PrecociousApprentice" data-source="post: 4718563" data-attributes="member: 61449"><p><a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/243092-class-templates-kits.html" target="_blank">Here</a> is a good source I would use for just what Cadfan is recommending.</p><p></p><p>Here is a short summary.</p><p></p><p><u>Overview</u></p><ol> <li data-xf-list-type="ol">You can change the power source, energy type, and trained skills of a class.</li> <li data-xf-list-type="ol">You can swap which ability scores a class uses for its powers.</li> <li data-xf-list-type="ol">You can change around class features somewhat, although it's best to keep them as similar to the existing features as possible.</li> <li data-xf-list-type="ol">You'll need to rename a lot of your class features and powers.</li> <li data-xf-list-type="ol">All this monkeying requires strict DM oversight! It's not an excuse to swap a class skill for no reason, or consolidate all your powers to use the same ability score.</li> </ol><p></p><p>Just tell the players to create their characters and cutomize their classes with these principals in mind. Then ask that you be able to review anything that is changed before play, and then make sure that they know that the game is in a perpetual state of playtesting. Reserve the right to ask for changes or removal of problem mechanics later.</p><p></p><p>Check out the examples. They illustrate a lot of this. Don't worry about remaking the entire PHB. Just do the things that you are going to be using. A campaign wiki with the altered powers would work great, and highlights that the powers are in an unfinished state.</p><p></p><p>4e is super easy to homebrew. Start small, only create what you will use, and build upon what you already have. This is all just generic advice for worldbuilding. Most people do this by taking a game system and mapping a world to it. You will be taking a world, and remapping a game system to it. The same principals should apply, as long as you are comfortable homebrewing at all.</p></blockquote><p></p>
[QUOTE="PrecociousApprentice, post: 4718563, member: 61449"] [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/243092-class-templates-kits.html"]Here[/URL] is a good source I would use for just what Cadfan is recommending. Here is a short summary. [U]Overview[/U] [LIST=1] [*]You can change the power source, energy type, and trained skills of a class. [*]You can swap which ability scores a class uses for its powers. [*]You can change around class features somewhat, although it's best to keep them as similar to the existing features as possible. [*]You'll need to rename a lot of your class features and powers. [*]All this monkeying requires strict DM oversight! It's not an excuse to swap a class skill for no reason, or consolidate all your powers to use the same ability score. [/LIST] Just tell the players to create their characters and cutomize their classes with these principals in mind. Then ask that you be able to review anything that is changed before play, and then make sure that they know that the game is in a perpetual state of playtesting. Reserve the right to ask for changes or removal of problem mechanics later. Check out the examples. They illustrate a lot of this. Don't worry about remaking the entire PHB. Just do the things that you are going to be using. A campaign wiki with the altered powers would work great, and highlights that the powers are in an unfinished state. 4e is super easy to homebrew. Start small, only create what you will use, and build upon what you already have. This is all just generic advice for worldbuilding. Most people do this by taking a game system and mapping a world to it. You will be taking a world, and remapping a game system to it. The same principals should apply, as long as you are comfortable homebrewing at all. [/QUOTE]
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