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New 4e RPG to Fix 4e Problems (and Add Technology!)
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<blockquote data-quote="Camelot" data-source="post: 4857669" data-attributes="member: 82617"><p>I'm trying to make an RPG that combines magic and technology and is based on the 4e system. However, there must be differences. I have noticed all the complaints about 4e and want to amend that with this game.</p><p> </p><p>My goal is to make the game able to please powergamers, roleplayers, and everyone in between equally.</p><p> </p><p>One thing I know I'm going to have is an equal amount of attack and utility powers at each level, allowing a player to make their player built for combat encounters, social encounters, or somewhere in between.</p><p> </p><p>I'm playing with the idea of 100 levels, but it's a long stretch and I'll probably stick with 30 unless I can come up with a useful XP method. Also, I want to use hexes instead of squares, because they make more sense. (The distance diagonally is technically longer than the distance horizontally and vertically, but 4e ignores that, so I want to erase that geometry issue by using hexes, which have an equal distance between each one.)</p><p> </p><p>Another idea I'm just toying with is a view arc. Instead of being able to see everything around you at all times, you can only see things in a certain arc determined by your class or race (I haven't decided, probably class, and some races can increase your vision). If something attacks you from behind, they have combat advantage. You can use a move action to spin to face a different direction, and you can spin as a free action when an enemy moves into a space adjacent to you. This is an idea recycled from Mage Knight, if you're wondering. Of course, I don't know if it would make it better than the current 4e or not; it might make battle just a little more confusing.</p><p> </p><p>In addition, I've revised the skill set to represent a combination between 3.5e and 4e, so that the rules allow you to do more, hopefully opening up different roleplaying opportunities than 4e, whose skills are all combat oriented. Remember, this is combining magic and technology, too. Here are my skill ideas (some of which are not completed):</p><p> </p><p>Acrobatics (Dexterity)</p><p>* Your agility, allowing you to perform acrobatic stunts, escape from grabs and bonds, move right under enemies' feet, and reduce falling damage.</p><p>Arcana (Intelligence)</p><p>* Your knowledge of magic and ability to identify and sense magic.</p><p>Architecture (Intelligence)</p><p>* Your knowledge of architecture and ability to identify false floors, etc.</p><p>Athletics (Strength)</p><p>* The synergy of your arms, legs, and body, allowing you to climb, swim, break free of grabs and bonds, and catch yourself while falling.</p><p>Balance (Dexterity)</p><p>* Your inner balance, allowing you to walk across narrow or unstable surfaces.</p><p>Bluff (Charisma)</p><p>* Your ability to weave lies that seem true or distract others.</p><p>Concentration (Constitution)</p><p>* Your ability to concentrate on a task at hand, ignoring distractions so you don't mess up your task.</p><p>Diplomacy (Charisma)</p><p>* Your social grace and ability to convince others to do what you want.</p><p>Endurance (Constitution)</p><p>* Your ability to endure debilitating physical effects, like temperature, disease, hunger, thirst, and lack of air.</p><p>Heal (Wisdom)</p><p>* Your knowledge of medicines, herbs, and your ability to cure wounds, allowing you to heal allies and unlock their own healing potential.</p><p>History (Intelligence)</p><p>* Your knowledge of history or a region, including past events and their causes, royalty, leaders, wars, legends, other significant personalities, laws, and customs.</p><p>Initiative (Dexterity)</p><p>* Your reflexes and reaction time to events, be it combat, a triggered trap, or a sudden encounter with a familiar NPC.</p><p>Insight (Wisdom)</p><p>* Your ability to discern intent and recognize false effects as illusions, and also your ability to resist the urge of temptation or the threat of intimidation.</p><p>Intimidate (Charisma)</p><p>* Your force of deadly persuasion.</p><p>Jump (Strength)</p><p>* The strength of your lower body, allowing you to jump high and long.</p><p>Lift (Strength)</p><p>* The strength of you upper body, allowing you to lift heavy objects.</p><p>Logic (Intelligence)</p><p>* Your ability to solve riddles and logic puzzles.</p><p>Nature (Wisdom)</p><p>* Your knowledge of nature, allowing you to identify creatures and plants, forage for food, and train animals.</p><p>Perception (Wisdom)</p><p>* Your eyesight, allowing you to notice details, find tracks, or search a room.</p><p>Perform (Charisma)</p><p>* Your base charisma, allowing you to be perceived as nice, helpful, or even mean and rotten if you want, in addition of course to giving streetwalkers a good show.</p><p>Pilot (Dexterity)</p><p>* Your ability to drive a vehicle from a scooter to a spaceship. Also helps you perform stunts on horseback (or the backs of other rideable creatures). I couldn't think of a name that encompasses both vehicles and mounts, so I chose this, but do you think it should be two skills?</p><p>Prescience (Wisdom)</p><p>* Your ability to foresee events based on current circumstances, and even helps you gamble!</p><p>Religion (Intelligence)</p><p>* Your knowledge of religions around the world, and might even allow you to sense divine presence or recognize a deity's will.</p><p>Stealth (Dexterity)</p><p>* Your control over your body, allowing you to move quietly and hide.</p><p>Streetwise (Charisma)</p><p>* Your ability to gather information in a busy place, and your knowledge of a town or city that you've already gathered.</p><p>Technology (Intelligence)</p><p>* Your knowledge of technology, allowing you to use or hack into computers and write computer programs.</p><p>Thievery (Dexterity)</p><p>* Your control over your hands, allowing you to disarm alarms, disable traps, perform sleight of hand tricks, and pick pockets.</p><p> </p><p>I'd really love to hear any ideas anyone has. If you've had problems with 4e and you think you know how it can be fixed, let me know here. If you think something here won't work and should be different, tell me. Thanks to all who contribute!</p></blockquote><p></p>
[QUOTE="Camelot, post: 4857669, member: 82617"] I'm trying to make an RPG that combines magic and technology and is based on the 4e system. However, there must be differences. I have noticed all the complaints about 4e and want to amend that with this game. My goal is to make the game able to please powergamers, roleplayers, and everyone in between equally. One thing I know I'm going to have is an equal amount of attack and utility powers at each level, allowing a player to make their player built for combat encounters, social encounters, or somewhere in between. I'm playing with the idea of 100 levels, but it's a long stretch and I'll probably stick with 30 unless I can come up with a useful XP method. Also, I want to use hexes instead of squares, because they make more sense. (The distance diagonally is technically longer than the distance horizontally and vertically, but 4e ignores that, so I want to erase that geometry issue by using hexes, which have an equal distance between each one.) Another idea I'm just toying with is a view arc. Instead of being able to see everything around you at all times, you can only see things in a certain arc determined by your class or race (I haven't decided, probably class, and some races can increase your vision). If something attacks you from behind, they have combat advantage. You can use a move action to spin to face a different direction, and you can spin as a free action when an enemy moves into a space adjacent to you. This is an idea recycled from Mage Knight, if you're wondering. Of course, I don't know if it would make it better than the current 4e or not; it might make battle just a little more confusing. In addition, I've revised the skill set to represent a combination between 3.5e and 4e, so that the rules allow you to do more, hopefully opening up different roleplaying opportunities than 4e, whose skills are all combat oriented. Remember, this is combining magic and technology, too. Here are my skill ideas (some of which are not completed): Acrobatics (Dexterity) * Your agility, allowing you to perform acrobatic stunts, escape from grabs and bonds, move right under enemies' feet, and reduce falling damage. Arcana (Intelligence) * Your knowledge of magic and ability to identify and sense magic. Architecture (Intelligence) * Your knowledge of architecture and ability to identify false floors, etc. Athletics (Strength) * The synergy of your arms, legs, and body, allowing you to climb, swim, break free of grabs and bonds, and catch yourself while falling. Balance (Dexterity) * Your inner balance, allowing you to walk across narrow or unstable surfaces. Bluff (Charisma) * Your ability to weave lies that seem true or distract others. Concentration (Constitution) * Your ability to concentrate on a task at hand, ignoring distractions so you don't mess up your task. Diplomacy (Charisma) * Your social grace and ability to convince others to do what you want. Endurance (Constitution) * Your ability to endure debilitating physical effects, like temperature, disease, hunger, thirst, and lack of air. Heal (Wisdom) * Your knowledge of medicines, herbs, and your ability to cure wounds, allowing you to heal allies and unlock their own healing potential. History (Intelligence) * Your knowledge of history or a region, including past events and their causes, royalty, leaders, wars, legends, other significant personalities, laws, and customs. Initiative (Dexterity) * Your reflexes and reaction time to events, be it combat, a triggered trap, or a sudden encounter with a familiar NPC. Insight (Wisdom) * Your ability to discern intent and recognize false effects as illusions, and also your ability to resist the urge of temptation or the threat of intimidation. Intimidate (Charisma) * Your force of deadly persuasion. Jump (Strength) * The strength of your lower body, allowing you to jump high and long. Lift (Strength) * The strength of you upper body, allowing you to lift heavy objects. Logic (Intelligence) * Your ability to solve riddles and logic puzzles. Nature (Wisdom) * Your knowledge of nature, allowing you to identify creatures and plants, forage for food, and train animals. Perception (Wisdom) * Your eyesight, allowing you to notice details, find tracks, or search a room. Perform (Charisma) * Your base charisma, allowing you to be perceived as nice, helpful, or even mean and rotten if you want, in addition of course to giving streetwalkers a good show. Pilot (Dexterity) * Your ability to drive a vehicle from a scooter to a spaceship. Also helps you perform stunts on horseback (or the backs of other rideable creatures). I couldn't think of a name that encompasses both vehicles and mounts, so I chose this, but do you think it should be two skills? Prescience (Wisdom) * Your ability to foresee events based on current circumstances, and even helps you gamble! Religion (Intelligence) * Your knowledge of religions around the world, and might even allow you to sense divine presence or recognize a deity's will. Stealth (Dexterity) * Your control over your body, allowing you to move quietly and hide. Streetwise (Charisma) * Your ability to gather information in a busy place, and your knowledge of a town or city that you've already gathered. Technology (Intelligence) * Your knowledge of technology, allowing you to use or hack into computers and write computer programs. Thievery (Dexterity) * Your control over your hands, allowing you to disarm alarms, disable traps, perform sleight of hand tricks, and pick pockets. I'd really love to hear any ideas anyone has. If you've had problems with 4e and you think you know how it can be fixed, let me know here. If you think something here won't work and should be different, tell me. Thanks to all who contribute! [/QUOTE]
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