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<blockquote data-quote="AbdulAlhazred" data-source="post: 7281364" data-attributes="member: 82106"><p>Well, I'm using my own 'hack' of 4e, which I call "Heroes of Myth and Legend" (because why not imagine yourself a game designer/publisher, so you need a name for your special flower game, right?). It IS in some ways a lot like the '4.5e' that has been featured here. I have more consistently ramped up damage, done away with most misc bonuses/penalties, and simplified a few other things (there are OAs/Interrupts, but on a pretty strict one-per-round basis for instance). It DOES make things go fast. Because I chose to rework leveling to a 1-20 scheme you do have to change the numbers on monsters a bit (also AC is now a DR system, so all attacks hit one of the 3 defenses that 4e people call 'NADs'). However, you can do a pretty straight conversion of any monster, powers really haven't changed, the turn structure is basically the same, etc. Anyway, monsters are always a bit 'looser' in terms of what you can allow than PCs, since the GM will handle them and they're mostly one-offs.</p><p></p><p></p><p></p><p>Yeah, I enjoy 4e's regularity of class structure, so I have kept that. I did end up with some variations in terms of what powers are available. There are 'classified' powers, which allocate on a level chart (IE you have A/E/D of say 2/2/1 at some specific level and you have to choose which powers you will have available from all that you could pick). There are also 'unclassified' powers, which are ones that you simply HAVE based on something. Some of these are 'basic' powers, anyone can try them, they're just sort of like the misc actions of 4e, except I technically call them 'powers' to make rules interactions smoother.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7281364, member: 82106"] Well, I'm using my own 'hack' of 4e, which I call "Heroes of Myth and Legend" (because why not imagine yourself a game designer/publisher, so you need a name for your special flower game, right?). It IS in some ways a lot like the '4.5e' that has been featured here. I have more consistently ramped up damage, done away with most misc bonuses/penalties, and simplified a few other things (there are OAs/Interrupts, but on a pretty strict one-per-round basis for instance). It DOES make things go fast. Because I chose to rework leveling to a 1-20 scheme you do have to change the numbers on monsters a bit (also AC is now a DR system, so all attacks hit one of the 3 defenses that 4e people call 'NADs'). However, you can do a pretty straight conversion of any monster, powers really haven't changed, the turn structure is basically the same, etc. Anyway, monsters are always a bit 'looser' in terms of what you can allow than PCs, since the GM will handle them and they're mostly one-offs. Yeah, I enjoy 4e's regularity of class structure, so I have kept that. I did end up with some variations in terms of what powers are available. There are 'classified' powers, which allocate on a level chart (IE you have A/E/D of say 2/2/1 at some specific level and you have to choose which powers you will have available from all that you could pick). There are also 'unclassified' powers, which are ones that you simply HAVE based on something. Some of these are 'basic' powers, anyone can try them, they're just sort of like the misc actions of 4e, except I technically call them 'powers' to make rules interactions smoother. [/QUOTE]
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