Stealing from 4e to use in other editions

At will powers for spell casters - after all how much different is a wizard casting some blast spell each round for minimal damage versus throwing a dart or swinging a staff each round?

I like the monster classifications for minions, elite, solo.
 

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At will powers for spell casters - after all how much different is a wizard casting some blast spell each round for minimal damage versus throwing a dart or swinging a staff each round?

I like the monster classifications for minions, elite, solo.

This can be added by giving every wizard one free reserve feat (from complete mage) at character creation.
 

This can be added by giving every wizard one free reserve feat (from complete mage) at character creation.

Even though all of them require at least level 2 spells?
Not to mention the Warlock then really gets shafted.

I'd say just give infinite cantrips, like others suggested. Full AC and d8 with an xbow, or touch AC and d3 with a cantrip? At least that way there's some trade-off, whether doing mundane or magical attacking at will.
 


So far all I'm stealing from 4e to use in 1e is adventures (currently running KotS retro'ed to fit our 1e variant) and some inspiration from artwork for further adventures.

Oh, and I've stolen and incorporated the idea of "ongoing damage", though my players don't yet know it's a direct steal; they just know their characters keep on hurting sometimes. It's not always fixed by a straight save, however...for example, when they met the Ochre Jelly in KotS I had the acid stop hurting if they spent a round to wash it off and didn't fumble it.

I might steal other stuff as time goes on, but nothing's on the horizon at the moment.

Lanefan
 


A reserve feat is a feat tied to a type of spell, and it allows you to do magic at no real cost to you indefinitely. For instance, there is a reserve feat that allows you to cast a fireburst that does 1d6 per the level of your highest memorized fire spell. So if you were a 5th level wizard with fireball, as long as you didn't cast your fireball (and get 5d6 fire damage in a huge radius) you could every round do a mini 3d6 fireball in a small radius. There were feats for lots of types of spells, healing, summoning and teleportation being the most memorable to me. My DM banned them for being to powerful, so I don't know how they play.

Jay
 

I enjoy 4E, but I'm in the middle of DMing two 3.5 games, so I've simply been converting 4E characters/monsters to 3.5. They translate over rather well...slightly higher hit points, but everything else works out well. Translating over the powers saves me the hassle of having to choose feats and spells. And the change in monster abilities keeps the players on their toes! :D
 


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