Walking Dad
First Post
or: 10 ways to play 4e now (only with SRD and free material!)
1. Use the new death and dying rule
[sblock]Try It Now!
If you want to try out a version of this system in your current game, try the following house rule. It’s not quite the 4th Edition system, but it should give you an idea of how it’ll feel.
1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).
2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the character’s total hit points, so it should be reasonable. If it feels too small, increase it to one-third full normal hit points and try again.
3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.
4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)
5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.[/sblock]
2. Let your players regain all hit points after an 8 hours rest (why not, the wizard regained all his spells, too)
3. Don't roll saves, but roll against them (here)
4. Use the easy skill mechanic (here )
5. Don't use the bard. Use the warlord/marshal
6. Use the warlock, if you have Complete Arcane. If not, use the battle sorcerer (adding bluff to skill list and give a 30 ft ranged touch attack ("Arcane Blast") (1/2 caster level/d6 untyped damage) instead of the familiar)
7. Paladin/ (Cleric): Make turn undead and smite per encounter abilities. Add a special effect (like:"blinding") for every time the character get an additional use. Erase the spellcasting ability and the mount. Add Knight's Challenge abilty from the knight as a supernatural ability.
8. Fighter: Add the Bulwark of Defense (3rd), Armor Mastery(5th + 9th), Vigilant Defender (5th), (Improved) Shield Ally (7th + 13th) and Impetuous Endurance (17th) abilities from the knight class. Add profession as a class skill.
9. Spellcasters: Use Sorcerer casting for the wizard. Give him one wizard domain instead of the familiar. Use spontanous casting for the cleric. Don't use bards, sorcerers and druids.
10. Rangers, Monks and Barbarians.
Monks: Don't use monks.
Barbarian: If you have to use barbarians, use Berserker Strength.
Rangers: Give fighter feats instead off spellcasting (one feat per spell level). Give precise shot or pounce instead of an animal companion.
Use [sblock=this]The Hunt
Each round, the ranger moves 10 feet or more away from his old place, he inflict 1d6 percision damage (creatures immune to critical hits are also immune to this damage). He adds 1d6 at level 5, 10, 15 and 20.[/sblock] instead of favored enemy.
1. Use the new death and dying rule
[sblock]Try It Now!
If you want to try out a version of this system in your current game, try the following house rule. It’s not quite the 4th Edition system, but it should give you an idea of how it’ll feel.
1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).
2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the character’s total hit points, so it should be reasonable. If it feels too small, increase it to one-third full normal hit points and try again.
3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.
4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)
5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.[/sblock]
2. Let your players regain all hit points after an 8 hours rest (why not, the wizard regained all his spells, too)
3. Don't roll saves, but roll against them (here)
4. Use the easy skill mechanic (here )
5. Don't use the bard. Use the warlord/marshal
6. Use the warlock, if you have Complete Arcane. If not, use the battle sorcerer (adding bluff to skill list and give a 30 ft ranged touch attack ("Arcane Blast") (1/2 caster level/d6 untyped damage) instead of the familiar)
7. Paladin/ (Cleric): Make turn undead and smite per encounter abilities. Add a special effect (like:"blinding") for every time the character get an additional use. Erase the spellcasting ability and the mount. Add Knight's Challenge abilty from the knight as a supernatural ability.
8. Fighter: Add the Bulwark of Defense (3rd), Armor Mastery(5th + 9th), Vigilant Defender (5th), (Improved) Shield Ally (7th + 13th) and Impetuous Endurance (17th) abilities from the knight class. Add profession as a class skill.
9. Spellcasters: Use Sorcerer casting for the wizard. Give him one wizard domain instead of the familiar. Use spontanous casting for the cleric. Don't use bards, sorcerers and druids.
10. Rangers, Monks and Barbarians.
Monks: Don't use monks.
Barbarian: If you have to use barbarians, use Berserker Strength.
Rangers: Give fighter feats instead off spellcasting (one feat per spell level). Give precise shot or pounce instead of an animal companion.
Use [sblock=this]The Hunt
Each round, the ranger moves 10 feet or more away from his old place, he inflict 1d6 percision damage (creatures immune to critical hits are also immune to this damage). He adds 1d6 at level 5, 10, 15 and 20.[/sblock] instead of favored enemy.
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