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Using 4E D&D for a sci-fi campaign. Ideas?
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<blockquote data-quote="Hawke" data-source="post: 4646425" data-attributes="member: 61721"><p>I wonder how much damage would be done by reflavoring some of the fighter powers by simply making them ranged? The mark & combat challenge would have to be tweaked a bit... but the idea being they're doing "suppression fire" and if the marked individual took their eyes off that fire it'd suddenly become damaging.</p><p></p><p>I really like your ideas, though honestly I'm mostly interested in some fast & dirty crunch changes. If you continue with this as a project with a "released" set of ideas, I'd highly suggest you keep the mechanical changes as a separate part as much as possible with the fluff stuff (which is good, don't misunderstand me) elsewhere to make for easier porting to homebrew settings. </p><p></p><p>If you do a class-based ship game, I think it could be REALLY fun. I'd also take advantage of some of the power-styles in Martial Combat that give powers extra abilities when people have certain skills. Have it setup pretty basically and maybe only key one ability modifier/level to all the powers ships have to make it easy to swap into/out of characters. I'd also suggest keeping the # of powers lower, but use the recharge mechanic to keep the encounter powers in combat. You could eventually setup a whole system where you get to pick X amount of powers per class but only one of a given type (1 utility, 1 at-will, 1 daily (wmd type weapon?), 1 encounter) and swap in/out from the set list. So you might choose a cloaking daily utility or you might choose a raipidshift-encounter but you wouldn't choose both.</p></blockquote><p></p>
[QUOTE="Hawke, post: 4646425, member: 61721"] I wonder how much damage would be done by reflavoring some of the fighter powers by simply making them ranged? The mark & combat challenge would have to be tweaked a bit... but the idea being they're doing "suppression fire" and if the marked individual took their eyes off that fire it'd suddenly become damaging. I really like your ideas, though honestly I'm mostly interested in some fast & dirty crunch changes. If you continue with this as a project with a "released" set of ideas, I'd highly suggest you keep the mechanical changes as a separate part as much as possible with the fluff stuff (which is good, don't misunderstand me) elsewhere to make for easier porting to homebrew settings. If you do a class-based ship game, I think it could be REALLY fun. I'd also take advantage of some of the power-styles in Martial Combat that give powers extra abilities when people have certain skills. Have it setup pretty basically and maybe only key one ability modifier/level to all the powers ships have to make it easy to swap into/out of characters. I'd also suggest keeping the # of powers lower, but use the recharge mechanic to keep the encounter powers in combat. You could eventually setup a whole system where you get to pick X amount of powers per class but only one of a given type (1 utility, 1 at-will, 1 daily (wmd type weapon?), 1 encounter) and swap in/out from the set list. So you might choose a cloaking daily utility or you might choose a raipidshift-encounter but you wouldn't choose both. [/QUOTE]
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Using 4E D&D for a sci-fi campaign. Ideas?
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