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What some of these others may not realize yet is that no matter the system, JA's game is going to be uniquely JA's game! Meaning that stuff won't always necessarily work exactly like you think or the books say it should, IF such a result does not mesh well with JA's overarching evil campaign plan. :devil:

(Apologies for talking about your games rather than to you, JA - it felt really weird trying to do both so I picked one ;))

It's this very thing that disinclines me to playing it as 4E. JA's games are not nearly so much about rules as about characters, not about balance but about the story. But 4E is ALL about rules - very precise, detailed instructions as to what can be done when and to whom, and exactly what the effect will be. Everything is geared toward maintaining game balance.

Even with 3.5/Pathfinder's approach I like to know what my character can do - I rely on those guidelines provided by the game and honestly it's often very frustrating to have those thrown out the window. I play in JA's games anyway because I love the detail and flavor, but I really think trying to mesh 4E with that play style would drive me completely insane.

Switches - now speaking to JA (But anyone else is welcome to 'listen' :lol:)

I actually think the best game system I've seen for one of your games is Wushu Open. It's a very rules and dice light system that tries to maintain focus on the narrative story and role-play, and use that to drive the mechanics. Because you like to control your storylines, you might want to make GM Veto more powerful than regular Veto (you'll understand what I mean if you read about the system).

If anyone's interested in checking it out, you can read about it here.
 
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Well I am not adverse to pathfinder...but i guess if the consesus is a no go i will just restart one or two of the old ones...

any ideas

JA: I'm ignoring your following post as a bad double post.... ;)

What exactly was your thinking about using 4e? Many of us are learning the 4e feel in Scotley's swashbuckler game and Leif's homebrew game. It does seem very rules oriented, even if those rules are more streamlined.

One part of 4e that might be right up your alley is the use of rituals. Your use of magic is very much in that vein. Rituals are distinctly non-combat in 4e.


Aside: Love in-laws with superfast wireless connections!

The resistance you are seeing to 4e is the need to either have bunches of books or a subscription to DDI.

To my thinking, Pathfinder OGC would be a better choice for the framework for your game, as Scotley mentioned, unless you want to drop all the way back to 2e?
 

Pathfinder is by far my favorite iteration of 'D&D,' actually my favorite game system period. And I had a GREAT time in the previous 'Dark Is Rising' game all those years ago.

So I'd be very open to an anything goes (character wise) Dark Is Rising Pathfinder game.
 

We can agree to limit power/class/race/feat choices to no later then around PHB 3, or even 2. And there are versions of now deprecated and not supported character builder on-line.

That said, I believe 4E actually fits JA style more as it allows the description (role playing) of any power as needed (re-skin) and there are no powerful spells to worry about.

Also, rituals are fully separated and there is smaller number of skills that can be used as needed (or not at all). And for basic skill challenges, there is simple mechanics and for more complex ones there are already people (Fajitas and Iron Sky) that created house ruled versions with plenty options. (And stonegod used his version in one of his games, but I only heard about it, don't know if it's one of the two earlier ones.
 

So who's in if JA runs his new game under Pathfinder? Let's see some enthusiasm!!!:D

Scotley
Leif
Lou
Mowgli
Neurotic
Rhun
Scott Dewar
ghostcat
Dragonwriter

That's nine!
 

4e vs non 4e spellcasting:
but I like the vancian magic system! I 'grew up' with that system since playing A d & d!! The goal of the wizard was always to have the power to cast the spell that turns the tide of the battle or turn into a puppy for the child that never had a puppy, albeat the most apt to be a protective puppy at that, and everywherre in between! I think the casting of the 'epic wish spell: familiocide is a bit much, but that is for beyond level 9 spells.

From what i have had explained to me, those powers never happen in 4th ed.
 

So who's in if JA runs his new game under Pathfinder? Let's see some enthusiasm!!!:D

Scotley
Leif
Lou
Mowgli
Neurotic
Rhun
Scott Dewar
ghostcat
Dragonwriter

That's nine!

enthusiasm you want, then enthusiasm you get .. .. .. ..


PATHFINDER FOR THE WIN!!!
 


Here are my character rolls, still working on character ideas.

+3/Dex 16
+2/ Wis 14
+4/ Cha 17+2=19
+2/ Int 14
MN 14
+2/ Str 14
Com 9
+3/ Con 16


Pathfinder Human Sorcerer, Arcane bloodline. Level 2

HP 2d6+6+2
Skill Points: 2+2+1+2+2+1
Age 17 5-10 170 lbs
Languages: Common, 2 bonus languages
Feats: Eschew Materials (Sor bonus); FEAT; FEAT
Arcane Bond (family ring);
Spells Known: Cantrips 5 Level 1: 2
Spells per day: Level 1: 3+1

Are we using Slow, Medium, or Fast XP character advancement?
 

Leif's Human Rageblood Barbarian 2

Here are my stat rolls (8) - 4d6, re-roll all 1's:
11, 17, 12, 13, 16, 14, 13, 15

Wow! I didn't think it possible to roll that many 2's and 3's, so that's
17, 16, 15, 14, 13, 13, 12, 11, which will be arranged as:

S 17 +3
D 13 +1
C 16 +3
I 11 +0
W 13 +1
C 14+2= 16 +3
Com 12
Mystery Score 15

Hit Points = (15+con score=31)+6 = 37

Powers: 2 at-will, 1 encounter, 1 daily, 1 utility
2 Feats
2 Trained Skills + 1 human bonus = 3

Class Features:
{Rageblood Vigor}
Rage Strike -- Hit: Str vs. AC, damage 3[w]+Str Mod. -- THIS POWER IS ONLY USABLE WHILE I AM RAGING
Swift Charge -- free action, trigger-you reduce a foe to 0 hp, effect-you immediately charge another enemy

At-Will Powers:
Devastating Strike -- Hit: Str vs. AC, damage 1[w]+1d8+Str Mod.
Recuperating Strike -- Hit: Str vs. AC, damage 1[w]+Str mod. plus I gain temporary hp equal to my Con mod. [2]

Encounter Powers:
Vault The Fallen -- Hit: Str vs. AC, one attack targets one or two foes (one attack roll, separate damage rolls), 1[w]+1d6+Str mod. damage. If you target two foes you can shift one square after the first attack

Daily Powers:
Rage Drake's Frenzy -- Str vs. AC and if the target is bloodied I gain+2 to the attack roll, Hit: 3[w]+Str mod. damage, Miss: Half damage, special - you enter the rage of the rage drake. Until the rage ends, 1/round when you reduce an enemey to 0 hp you can make a melee basic attack as a free action

Utility Powers:
Stonebreaker -- Encounter, Primal, Minor Action, Until the end of your next turn you gain a +5 bonus to Str checks to break objects, and you deal double damage against objects.

Trained Skills
Athletics (Str, +3)
Endurance (Con, +3)
Intimidate (Cha, +3)

Feats
Action Surge (you gain +3 to attacks when you spend an Action Point)
Improved Initiative [Human bonus feat] (you gain +4 to initiative checks, which makes me +5 total to init)
 
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