What are people homebrewing?

doctorbadwolf

Heretic of The Seventh Circle
On another note. Anyone messing around with making 4e powers scale, or making the math make scaling less necessary, instead of having a bunch of powers at each level with ever higher damage outputs?
 

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Psionics are always tossed about pretty liberally, though I never really equate them so much with "healing" in my mind.

On condensing powers, I sort of want to mash each "tier" into a single pool of like 12 (cutting out redundant powers) and let players pick any power from the list at the appropriate levels (1/3/7). It should get rid of "samey" powers for the most part and could even extend across power sources.

Yeah, what I'm finding is that when you cut back on the number of different ways to mechanical represent 'thing X' to ONE, then all of a sudden you don't need a ton of powers, and scaling them is easy, because there's just not THAT much to it. The 'Fire Blast' can push at level 3, daze at level 7, and stun at level 14, no problem
 

Interesting.

Do Vitality Points not run out much faster this way? I found that increasing uses for them made them run out far too quickly without also increasing the number a bit.

But, I also did make it so that Encounter powers cost 1 Surge to use, and Daily powers cost 2, and you can spend 1 Attribute Surge to reroll a skill check that uses an attribute associated with that attribute. *

Additionally, Action Points can be used to activate a Daily Power, or to use an Encounter power with Advantage on the first roll associated with it. Usually it's better to just use it for an extra Action, but sometimes it's better to use it to do a Daily without depleting Surges.
I just rolled action points into vitality points (HS). So you can use one as an AP. You can also use them to improve a check result. As far as running out too soon... I'm not sure. We've played some, but not really a lot of contiguous play where we rooted out that sort of question. I think it won't be too hard to sort out, there's starting VPs, which I don't think should be raised too much beyond the current 8. Then there are possibly VPs you can acquire. Milestones are the obvious candidate here, and that would generally allow you to get one or two back per adventuring day. I guess they could also be a currency for other things.

However I did create 'Inspiration' which is a bit different from the 5e version. My version can do mostly what an AP can do, and also improve a check result, give you advantage, or something similar. You can only have Inspiration, you can't accumulate it, and its recovered by accepting a setback. The GM might also grant a point at other times. You have to invoke a character aspect in order to use it (or get it back).

If you're curious, the way I increased Surges was to tie them to give each player a number of Reflex, Fortitude, and Will Surges equal to their Defense bonus, which is the modifier of the attribute used to calculate each defense. So, if you've a 16 dex, your Reflex Defense Bonus is 3, and you have 3 Reflex Surges.

*If you flub a check with Str or Con, you can reroll OR add a 1d6 by spending a Fortitude Surge, if it's Dex or Int, use a Reflex Surge, and Will Surge for Cha or Wisdom. Or use an Action Point to reroll as per the Surge reroll, but you roll twice and take the best of the three d20 results.

The character sheet will have tick boxes for your Attribute Surges and Hero Surges (what I'm calling healing surges), for ease of tracking.
I'm playing it for a little more simplicity than this, how does it work out?

Anyway, I'd love to compare notes on the system with you, if it sounds interesting. here is a link to my forums for the game, and the setting/game pitch. http://questforchevar.proboards.com/thread/22/quest-chevar

Sure. Its good to compare notes.
 

Cyvris

First Post
Okay, so I dug out and polished up something I've used in my last game. Basically, I granted "Cantrip" like powers to every class in the game. Martial has a few that are...a bit of a stretch, while the others are pilfered from all over. The one game I used them in the players really enjoyed.

Arcane Cantrips
[sblock] The Cantrip class feature possessed by the Wizard is now granted to all Arcane classes and each class is allowed to pick a limited number as listed below.
Artificer: Three from the Arcane Cantrip list.
Bard: Three from the Arcane Cantrip list.
Sorcerer: Three from the Arcane Cantrip list.
Swordmage: Three from the Arcane Cantrip list.
Warlock: One from either the Arcane Cantrip list or Warlock specific list and two from the Warlock specific list.

New Arcane Cantrips

Burn
You mutter a quick spell, and something bursts into flames. It’s a great trick at parties!
At-Will*Arcane, Fire, Evocation
Minor Action Range: Five Squares
Target: One unattended object
Effect: The object bursts into flame. Nonflammable objects become uncomfortably hot.



Warlock Specific
The Warlock specific Cantrips grant the class flavorful options that represent their connection to the darker arts. Warlock spells are granted by fickle Patrons and these spells are rarely, if ever, beneficial to someone besides the Warlock herself. Even so, a Warlock can still cast a limited number of normal Arcane Cantrips.

Darkvision
Your patron bestows a minor blessing upon you or an ally, granting them enhanced vision
Encounter * Arcane
Minor Action
Target: You or one ally
Effect: The target gains Darkvision for the next five minutes. You cannot cast this spell again till this effect expires.

Jinx
With just a minor curse, you can cause your target all sort of misfortunes.
Encounter * Arcane
Standard Action Range 10
Effect: You jinx the target, causing it to feel sick. The target suffers one misfortune as determined by the DM. This misfortune may take the form a minor accident, losing an important object, or some other type of bad luck.


Shatter
With a muttered curse, you destroy a simple item.
At-Will* Arcane
Minor Action
Target: One unattended object with 20 or less HP that you are touching.
Effect: You destroy the target.


Silver Tongue
You honey your words with a touch of magic, making it easier to manipulate others.
Encounter * Arcane
Minor Action Personal
Effect: You gain a +4 (+6 at 10th level +8 at 20th) bonus to your next Diplomacy, Bluff, or Intimidate check.
[/sblock]

Divine Orsions
[sblock]
Divine Orisons focus on making the power of the gods manifest. The powers grant minor boons, grant flashes of the future, or reward those strong in faith. They are for the most part passive, granting aid to those who invoke them. Divine Orisons are minor blessings imparted to all Divine characters, regardless of Deity. All Divine Classes gain the Divine Orisons class feature and each class is allowed to pick a limited number as seen in the table below. Note that the powers granted to the Paladin can be found under the section Martial Knacks.
Avenger: Three from the Divine Orisons list
Cleric: Three from the Divine Orisons list
Invoker: Four from the Divine Orisons list
Paladin: One from the Divine Orisons list and one from the Martial Knacks list
Runepriest: Three from the Divine Orisons list


Detect Alignment
Divine power grants you the ability to look into the very souls of those around you, determining just how they are aligned to the world and its forces.
At-will* Divine
Minor Action Burst 5
Target: All creatures in burst.
Effect: You learn the alignment and general disposition of all targets in the burst.

Divination
Prayers and offerings catch the attention of your deity and it responds, offering you guidance in your pursuits.
At-will* Divine
Minor Action
Effect: You beseech your deity for a single question concerning a specific goal or event that will occur within the next 7 days. The DM offers a truthful response, though it may take the form of a cryptic saying, a poem, a visual omen, or some other response specific to your deity. Until that specific event comes to pass, whenever you cast this spell, the DM is not bound to answer truthfully.


Faithful Endurance

Faith guides you, granting you the endurance needed even in the harshest of circumstances.
Encounter* Divine
Minor Action
Effect: You may make a Religion check in the place of any Endurance check.

Inspiring Symbol
You invoke the power of your god, causing a symbol of their power to glow.
At-will* Divine
Minor Action Close burst 2
Effect: You channel your god’s power to make your Holy Symbol glow, shedding bright light in a burst 2.
Sustain Free: The effect persists.

Purify Food and Drink
You call your god’s blessing down upon food and drink, cleansing it of any toxins.
At-will* Divine
Minor Action
Target: Food or drink in 1 square.
Effect: You purify the food or water, making any that was contaminated, spoiled, rotten, or spoiled by a nonmagical substance fit for consumption.

Thaumaturgy
Do not take one who channels Divine power a conjurer of cheap tricks, even though it can be used to produce many minor effects.
At-will*Divine
Standard Action Ranged 2
Effect: Use this Orison to accomplish one of the effects given below
*Move up to 1 pound of material
*Create a harmless sensory effect, such as a shower of sparks, a harmless ground tremor, a puff of wind, or a strong ordor
*Cause flames to flicker, brighten, dim, or change color
*Cause a symbol of your god to appear on a surface or creature for up to one hour
*Cause your voice to boom three times louder for 1 minute
Nothing done with this Orison can be used to cause direct physical damage to another creature. This Orison cannot duplicate the effect of any other power.
Special: You can have as many as three Thaumaturgy effects active at one time. Nothing you create with this Orison can deal damage, serve as a weapon or tool, or hinder another creature’s actions. This Orison cannot duplicate the effect of any other power.
[/sblock]

Martial Knacks
[sblock] Martial Knacks represent years of physical training and conditioning. While other classes might exhibit some of these abilities, Martial characters are cut above the rest, pinnacles of personal fitness and able to perform these tasks simply as an extension of their own abilities. Simple skills that would take a Wizard or Cleric time to learn come as easily as breathing to a Martial character because of intense training and an aptitude for all things physical. Martial Knacks are an extension of a character’s skill, an outpouring of their great determination to make their body the ultimate weapon. All Martial Classes gain the Martial Knacks class feature and each class is allowed to pick a limited number as seen in the table below. Note: the powers granted to the Ranger maybe found under the Primal Evocations list.
Fighter: Three from the Martial Knacks list
Ranger: Critter Companion, plus two from the Martial Knacks list and choice of one from the Primal Evocations list.
Rogue: Four from the Martial Knacks list
Warlord: Three from the Martial Knacks list

Always Equipped
You’ve taken the adventure’s motto of “Be Prepared” to heart, always carry with you at least something that will be useful.
At-Will*Martial
Standard Action
Effect: You dig in your bag, producing one of the following items: bell, caltrops (bag of 20), climbing pitons (10), glass bottle, chalk, grappling hook, hooded lantern, magnifying glass, manacles, marbles (bag of 20), mirror, rope (10ft), shovel, soap, tinderbox, whistle.
Special: You can target one creature with this power to gain Combat Advantage against it until the end of your turn. Nothing you remove from your pack using this Knack can be sold or traded.


Assess
You size up a target, learning more about it with nothing more than a glance.
At-Will*Martial
Minor Action Close burst 10
Target: One creature you can see in burst
Effect: You determine a targets general level of power (minion, standard, elite, solo) and its general attitude towards you. Additionally, you gain a +2 (+4 at 10th level/+6 at 20th level) power bonus to Insight checks made against the target.

Critter Companion
You’ve trained a small animal such as a rat, sparrow, or miniature giant space hamster to aid you in a manner of trivial tasks.
At-Will*Martial
Minor Action Ranged 5
Effect: You instruct the critter to move in any unoccupied square within range. The critter picks up, moves, or manipulates an object weighing one pound or less and can carry it up to five squares. If you are holding the object when you use this power, the critter can move the object into a pack, a pouch, a sheath, or similar container and simultaneously move any one object carried or worn anywhere on your body to your hand.
As a move action, you can move the critter up to 5 squares. As a free action, you can instruct the critter to drop an object it is holding, and as a minor action you can instruct the critter to manipulate a different object.
Special: You can only have one critter companion at a time. The critter has an AC of 13 and dies immediately if hit.


Beyond Limits
Your great training allows you to push yourself to perform great physical feats of speed and agility.
At-will* Martial
Move Action Personal
Effect: You can move double your normal speed, but take 5 (10 at level 10, 15 at level 20) damage which cannot be mitigated or prevented in anyway.

Bullwhip
You carry a whip with you at all times and have practiced extensively in its use.
At-will* Martial
Standard Action Personal
Effect: You have studied extensively with a whip and can perform the following feats or martial prowess with it as long as you are not engaged in combat.
*Pull an item up to your normal weight limit three squares closer to you.
*Snap the whip around a suitable point, allowing you to swing over a gap five squares or less without making an Athletics check, resist being pushed or pulled by natural forces, or to hang down from a point above you.
*Target one creature and pull an item out of their hand.

Hide in Plain Sight
A bit of junk, a moment of preparation, and you vanish.
At-will* Martial
Minor Action Personal
Effect: You can spend 1 minute creating camouflage for yourself. You must have any relevant materials in order to create camouflage. Once you are camouflaged in this way, any stealth checks to hide gain a +2 (+4 at 10th level/+6 at 20th level) power bonus as long as you do not move or take any action.
Natural Stride
Your intense training allows you to move quickly through the natural world, even when others would be hampered.
At-will* Martial
Minor Action Personal
Effect: When not in combat, movement through nonmagical difficult terrain does not impede you. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Additionally, your overland speed is increased by ten miles per hour.

Shoulder a Burden
Your martial training allows you to carry far more than any other person.
Encounter*Martial
Minor Action Personal
Effect: You take a move action and move normally while carrying any amount of weight. Similarly, you can move an additional fifty pounds when attempting to push or pull an object.

Toned Body
Your physical training allows you to complete amazing feats.
At-will* Martial
Free Action Personal
Effect: When you beat the DC for an Athletics or Acrobatics check made to climb a surface, cross a railing, jump, swing, or any other strenuous physical movement by ten, you can move double the normal speed for that action.

Watchful Rest
Even when resting, you always keep one eye open.
At-will* Martial
Minor Action Personal
Effect: When you take an extended rest, you and your allies do not take the -5 penalty to perception for sleeping.

Wilderness Tracker
Years of practice have made you a master of tracking, above and beyond even the most skilled of hunter. All you need to find is a single bent blade of grass.
At-will* Martial
Minor Action Personal
Effect: You make a Perception Check (DC determined by the DM) to inspect the area around you. This area can be as large as ten squares on a side. If the check succeeds, you determine the number and nature of all creatures that have passed through the area in the last 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
Vision of Physical Perfection
You are the epitome of mortal physique and just the sight of you is enough to inspire competence in your allies.
At-will* Martial
Free Action Personal
Effect: When you succeed on an Athletics, Acrobatics, or Endurance, all allies that can see you receive a +2 (+4 at 10th level/+6 at 20th level) power bonus on their next check of the same type. This bonus is wasted if they do not perform such a check before make another Athletics, Acrobatics, or Endurance check.
[/sblock]

Primal Evocations
[sblock]
All Primal Classes gain the Primal Evocations class feature and each class is allowed to pick a limited number as seen below. In addition to the list of powers here, the “Primal Attunements” granted by the Protector Druid subclass may also be selected. Note the powers granted to the Barbarian maybe found under the Martial Knacks list.
Barbadian: One from the Primal Evocations list and two from the Martial Knacks list
Druid: Critter Companion from the Martial Knacks list, and four from the Primal Evocations list
Seeker: Four from the Primal Evocations list
Shaman: Three from the Primal Evocations list
Warden: Three from the Primal Evocations list

Druidcraft
Whispering to the spirits of nature, you invoke a minor phenomenon.
At-will* Primal
Standard Action Ranged 2
You can use this Evocation to accomplish one of the effects given below:
• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
Special: You can have as many as three Druidcraft effects active at one time. Nothing you create with this Evocation can deal damage, serve as a weapon or tool, or hinder another creature’s actions. This Evocation cannot duplicate the effect of any other power.

Firecone
With a muttered word, a simple pinecone suddenly ignites.
At-will* Primal
Minor Action
Effect: You produce a pinecone (or other small natural piece of material) and ignite it. The item glows with dim light in a burst 3 centered on you, in a color of your choosing. This effect persists for 5 minutes. Putting out the light is a free action.

Woodshape
For you, wood is as easy to sculpt as clay, allowing you to create wonderful trinkets.
At-will* Primal
Minor Action
Effect: You sculpt a piece of wood, with a maximum weight of one pound, into any shape you can imagine. The item you create can be as rough or perfect as you wish.



[/sblock]


Psionic Manifestations
[sblock] All Psionic Classes gain the Psionic Manifestation class feature and each class is allowed to pick a limited number as seen in the table below. Note that the powers granted to the Monk and maybe found on under the section Martial Knacks.
Ardent: Three from the Psionic Manifestations list
Battlemind: Three from the Psionic Manifestations list
Monk: One from the Psionic Manifestation list and your choice of two from: Beyond Limits, Toned Body, and Vision of Physical Perfection.
Psion: Four from the Psionic Manifestation list

Conceal Thoughts
Using your psionic power, you shield the target from all mental intrusion.
At-Will*Psionic
Minor Action Close burst 10
Target: You or one creature you can see in burst
Effect: You protect the subject’s thoughts from analysis. It gains a +2 (+4 at 10th level/+6 at 20th level) power bonus against any spell used to read its mind.

Disable
You touch a targets mind, causing it to feel suddenly weak.
At-Will*Psionic
Minor Action Close burst 10
Target: One creature you can see in burst
Effect: You broadcast a mental compulsion to any one target that you are not currently engaged with in combat. Targets affected by this power believe they have somehow been brought to the brink of unconsciousness. Attacking the target immediately ends this effect.

Empathy
The target’s emotions open to your psionic powers like a book, allowing you a greater understanding of its motives.
At-Will*Psionic
Minor Action Close burst 10
Target: One creature you can see in burst
Effect: You can sense the targets emotions. You gain a +2 (+4 at 10th level/+6 at 20th level) power bonus on your next Insight check made against the target.

Memorize
Your heightened mental state allows you perfect recall.
At-Will* Psionic
Free Action Personal
Effect: You commit to memory a long passage, verse, or some other particularly difficult piece of information (but you cannot memorize magical writing or ignore exotic scripts). You can memorize a single piece of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognizes their meaning). You can memorize a total number separate items equal to either your wisdom or intelligence modifier.

Mental Illusion
You touch a targets mind, causing it to hear or see something that does not exist.
At-Will*Psionic
Minor Action Close burst 10
Target: One creature you can see in burst
Effect: You plant an illusion in the mind of the target, causing it to either hear a sound or see an image of your choosing. The sound can range from a whisper to a roar and can be any sound of your choice. If you create an image, it must fit within one square. This power does not create create sound, light, smell, or any physical effect; it is only in the targets mind. The target can make a perception check opposed by an attack roll using the highest of your Intelligence, Wisdom, or Charisma modifier +2 (+4 at 10th level/+6 at 20th level) power bonus to determine that it is an illusion.

Telempathic Projection
With a burst of mental power, you change a target’s feelings.
At-Will*Psionic
Minor Action Close burst 10
Target: One creature you can see in burst
Effect: You alter the target’s mood. You cannot make the target attack another creature using this power. If you make the target friendly to you, you gain a +2(+4/10/+6/20) bonus on your next Bluff, Diplomacy, or Intimidate check.

Telekinetic Grasp
With your mental strength, you can manipulate nearby objects.
At-Will*Psionic
Minor Action Ranged 5
Target: One object that weighs 20 pounds or less and isn’t carried by another creature.
Effect: You manipulate the target or as a move object move the target up to 5 squares. As a free action, you can drop the object.

Thought Projection
You broadcast a thought or an image to nearby allies.
At-Will*Psionic
Minor Action Close burst 5
Target: One or more allies in burst
Effect: You convey either an image or a message of 10 words or fewer to each target.

[/sblock]
 


Cyvris

First Post
Some of those are fairly potent.

The ones that give scaling +2 being the biggest offenders right? These were mostly aimed at giving other characters some fun options. The table enjoyed them, though I can see how those especially might fit better as "Skill Powers" which might be my next iteration of this as I'm tinkering with giving those out easier.
 

C4

Explorer
On another note. Anyone messing around with making 4e powers scale, or making the math make scaling less necessary, instead of having a bunch of powers at each level with ever higher damage outputs?
Yep, all PoL attacks scale with tier. As a result, there are fewer power picks, no necessary power swaps, and no attack power levels -- an AED attack is an AED attack is an AED attack.

(Utility powers effectively have levels, but I'm multi-purposing the ritual system for utility powers. Think bards and such, who get free uses of this or that ritual.)
 

The ones that give scaling +2 being the biggest offenders right? These were mostly aimed at giving other characters some fun options. The table enjoyed them, though I can see how those especially might fit better as "Skill Powers" which might be my next iteration of this as I'm tinkering with giving those out easier.

Here's my feeling. If you are going to give a +4/6/8 to all Diplomacy checks, for instance, maybe its just best to plain old just give it? I mean why bother with a power? Yeah, its a minor action, which has some, minor, impact, but most uses of these are going to be in SCs where it doesn't matter. Its hard to parse what the limitation to being an encounter power means as well outside of a combat type encounter. If the PCs are in a long negotiation can the wizard use Silver Tongue effectively for every check? +8 is pretty huge. +4 is pretty huge! I mean 4e is already rife with LARGE stacks of power bonuses and such, it certainly won't break the game in any sense. It is however so good that it would be 'gold' in any guide, worth MCing for without doubt.

I've been eliminating most powers of this sort of "I will just use this all the time" sort. 4e doesn't really have that many, but there are a few, mostly skill powers, that could fall into that category. I just make any boon like that a permanent bonus to the corresponding type of check, you're just THAT GOOD. Of course you can slap conditions on that kind of thing, though it tends to be a bit tedious. The other alternative being to make it a 'vitality' power that always costs a point. Obviously that isn't much of a 'cantrip'.
 

Cyvris

First Post
Here's my feeling. If you are going to give a +4/6/8 to all Diplomacy checks, for instance, maybe its just best to plain old just give it? I mean why bother with a power? Yeah, its a minor action, which has some, minor, impact, but most uses of these are going to be in SCs where it doesn't matter. Its hard to parse what the limitation to being an encounter power means as well outside of a combat type encounter. If the PCs are in a long negotiation can the wizard use Silver Tongue effectively for every check? +8 is pretty huge. +4 is pretty huge! I mean 4e is already rife with LARGE stacks of power bonuses and such, it certainly won't break the game in any sense. It is however so good that it would be 'gold' in any guide, worth MCing for without doubt.

I've been eliminating most powers of this sort of "I will just use this all the time" sort. 4e doesn't really have that many, but there are a few, mostly skill powers, that could fall into that category. I just make any boon like that a permanent bonus to the corresponding type of check, you're just THAT GOOD. Of course you can slap conditions on that kind of thing, though it tends to be a bit tedious. The other alternative being to make it a 'vitality' power that always costs a point. Obviously that isn't much of a 'cantrip'.

Yeah, I'll probably yank Silver Tongue out. I wanted something to sort of show Warlocks being good with voices and influencing people. Maybe some sort of "you make people hear ghostly voices" sort of power. That would make them interesting stealth/distraction characters if they wanted.
 

Myrhdraak

Explorer
Most of them I've quite literally ripped from 3.5e and 5e. I've yet to really adjust the wording, mostly just swapping out "Makes a X Save". For the most part I dislike how 4e writes rituals. Most "magic" in 4e feels very empty, so I might actually tweak them to a bit to have them read like previous editions.

Ok, then I have done a little more. I have put all 4th Edition rituals into one compendium sorted by level, but then added some flavor text from 5e spell wording (where applicable) and renamed "classical" rituals into their old D&D wording. I have also added some psionic rituals (which I call mantras) and have just started looking at adding 5e spells that are missing from the 4th Edition ritual list. I have also created ritual lists (similar to 5e) but divided them into arcane, alchemy, divine, martial, primal and psionic. Below is an example of the format I have used. Blue text is new things added to the 4th edition version (mainly with 5e input). I have managed to get to 13th level, so more than half of them has been converted.

Darkness.jpg
 
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