RangerWickett
Legend
I haven't written a gaming product for 6 months, but as I play more 4th edition, I'm getting ideas for things I'd like to do. I'm tossing them out here to see if any of them sound interesting. If people seem particularly excited, I might give one of them a try, perhaps pitching them to a publisher, or coming up with a Dragon article, or releasing them myself.
1. Martial Controller - The Cavalier (alternate name: Equitas?). A class based on being mounted. With him guiding the reins, any horse, griffon, giant spider, or dragon becomes a dominating power on the battlefield. Good at knocking prone, forcing movement, and stampeding through an area to deal damage to multiple creatures. Akin to a beastmaster ranger with its animal companion. Two main styles would be the guy who rides into the thick of things, and the guy who uses lassos, nets, bolas, grenade-like items, and other ranged weapons.
2. Royal Power - The Rites of Rulership. A new power source based on being the recognized leader of a nation. Inspired by an idea in War of the Burning Sky, where the kings and nobles of a nation were protected by a magic inherent to their land, this supplement probably wouldn't have full classes, but might have multiclass powers (akin to spellscarred in the FRPG) and paragon paths, plus a discussion of working royalty and the political machinations of court into your games.
3. Montages. The hour's approaching, / you give it your best, / and you've got to reach your prime. / That's when you need / to put yourself to the test / and show us the passage of time. / You're gonna need a montage!
How to deal with the passage time in campaigns, both in serious and silly ways. Using downtime to set up plots or allow for character development. Having amusing training montages whenever PCs level. The importance of the classic cycle of "hero tries and fails, bad guy gets the upper hand, hero trains and tries again, hero wins."
4. Elements of Battle. A more freeform 'powers' system for 4e. Akin to what we did with the revised Elements of Magic, you'd pick some tricks you're good at, and could make up special moves of your own. The goal would be to not have to write down or print out cards for all your powers, but to have a simple system for creating your own stuff. (I'm not sure this idea is necessary or desirable, but it's on my mind.)
5. The Stein of the Sterling Stork. A low-level comedy drinking-themed adventure. I pitched this adventure to Paizo for their Flight of the Red Raven open call, and got good feedback, but they decided to go a more serious direction.
1. Martial Controller - The Cavalier (alternate name: Equitas?). A class based on being mounted. With him guiding the reins, any horse, griffon, giant spider, or dragon becomes a dominating power on the battlefield. Good at knocking prone, forcing movement, and stampeding through an area to deal damage to multiple creatures. Akin to a beastmaster ranger with its animal companion. Two main styles would be the guy who rides into the thick of things, and the guy who uses lassos, nets, bolas, grenade-like items, and other ranged weapons.
2. Royal Power - The Rites of Rulership. A new power source based on being the recognized leader of a nation. Inspired by an idea in War of the Burning Sky, where the kings and nobles of a nation were protected by a magic inherent to their land, this supplement probably wouldn't have full classes, but might have multiclass powers (akin to spellscarred in the FRPG) and paragon paths, plus a discussion of working royalty and the political machinations of court into your games.
3. Montages. The hour's approaching, / you give it your best, / and you've got to reach your prime. / That's when you need / to put yourself to the test / and show us the passage of time. / You're gonna need a montage!
How to deal with the passage time in campaigns, both in serious and silly ways. Using downtime to set up plots or allow for character development. Having amusing training montages whenever PCs level. The importance of the classic cycle of "hero tries and fails, bad guy gets the upper hand, hero trains and tries again, hero wins."
4. Elements of Battle. A more freeform 'powers' system for 4e. Akin to what we did with the revised Elements of Magic, you'd pick some tricks you're good at, and could make up special moves of your own. The goal would be to not have to write down or print out cards for all your powers, but to have a simple system for creating your own stuff. (I'm not sure this idea is necessary or desirable, but it's on my mind.)
5. The Stein of the Sterling Stork. A low-level comedy drinking-themed adventure. I pitched this adventure to Paizo for their Flight of the Red Raven open call, and got good feedback, but they decided to go a more serious direction.