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Afrodyte

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Although we have to wait until June before we get the full version of 4E, are there any parts of the game (as revealed thus far) you're incorporating into your current 3.X games? What were the results?
 

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These are 4e-ish changes I've implemented in 3e so far. Note I don't think I'll be moving on to 4e but some of the ideas make for mechanical improvements.

*Added IH style skill groups back when, replaced them with SWSE style skills when that came out and was clearly useful.

*Bo9S-once it tested out in play I melded the Bo9S classes into various PHB classes. Warblade into Fighter, Crusader into Paladin, Swordsage into Monk. Not made the Bo9S classes the new fighter, paladin, or monk. I added their powers into the existing classes altering as needed.

*Spells-adopted the recharge magic version post UA, then tried a hybrid of Bo9S and recharge. Currently using a completely homebrewed fast-recharging system. Search Token Casting System to find it.

*Saves-I've been reversing the saves and rolling against a static value since before 3.5e. It was just so much faster it couldn't be passed over when I saw it in the 3e DMG sidebar.

*BAB-currently experimenting with a 4e inspired attack bonus system. Divided into Attack Bonus, Grapple, and Magic Attack Bonus. I don't make the melee/ranged distinction of 4e. So far is similar to 4e in that is 1/2HD base +3 bonus.

*POL-this is NOT NEW. I've been doing this ever since 1e like quite a few DMs here, 4e just gave it a fancy name and lots of press.
 

Mostly simplifying monsters and rearranging overly destructive monster special powers. Simplifying monsters by ignoring spells and abilities that I know I won't use (which I'd be doing forever actually). For example, if I were going to use a mind flayer I'd immediately go the 4th Ed mindblast, which was way out of hand for my campaigns as written in 3.5E.

Adjusting traps to be like encounters, rather than: roll save - take damage - move along (which I'd actually begun adopting after read it in Eberron book).

Switching my NPC Duskblade-who-shows-up-when-a-player-misses-a-session to per-encounter spellcasting.
 

I implemented the rule "No Crit Confirmations, just max damage" rule. I also plan to implement one of the following rules:
- After an encounter, characters with half or over their health fully heal HP, and people with less than half, but over -1 HP heal double their level in HP
-As a full round action, a character may heal himself double their level in HP. This ability can be used once per day per level.
 

I haven't decided yet.

While I probably won't be switching across to 4e, there's quite a lot that I like in the system (reversed saves, consolidated skills), and there's more that I like the concept of but would implement differently (the condition track, the bloodied condition). There are also a number of changes that I think would benefit the system that have not been mooted for 4e, but have come out of my musings on game design as a result of the development of 4e (the elimination of the 'Small' size category for one).

However, while some of these changes can be made to the game quite easily, many of them would require extensive re-balancing... and I don't know if I can be bothered doing that extra work.
 

A mixture of what I know of 4th Ed and Saga:


-Critical rule (no threat range or confirmation, max damage)

-Withdraw is a move action (half speed)

-Charge is a standard action (2.0 DDM charge rules)

-No 5 ft. step

-Half character level as bonus to damage

-No iterative attacks (replaced with feats such as Double Attack, Triple Attack, Cleave, Whirlwind Attack etc)

-Saves become Defences = 10 + half CL + class bonus (fighter +2 to Fort, bard +2 to Ref and Will etc) + ability modifier

-AC = 10 + half CL + Dex + armour + shield (no amulets of natural armour or rings of deflection)

-No flat-footed AC, instead grant opponent combat advantage (+2 to hit)

-2 x Str bonus when wielding a weapon 2-handed

-1 x Str on damage with off-hand

-Buff spells last only the encounter

-Concealment -2 to hit.

-Total concealment -5 to hit

-Any -4 modifier (shooting into melee, large size grapple bonus, Mobility AC bonus ect) is -5

-No DC's for spells, replaced with magic attacks (vs. Defence) = + Half CL + ability modifier

-Second Wind
 

In an Iron Heroes game, I am experimenting with

- 4E style critical hit rules
- Solo, Elite & Minion Templates. Monsters are around the level of the PCs, but they get less/more hit points, lose or gain attacks and get some "reflexive" abilities.

So far, this was with varying success. I used my "Solo" template on the Gibbering Mouther and added a few features, but the monster was a bit to complicated to run this way. 6-12 attacks per round, plus counter-attack against ranged attackers, plus constitution damage. I will try to avoid such extremes in the future, and I hope D&D 4 does the same.
Minons & Elites worked okay so far.
 


In my Pathfinder game I have combined Hide and Move Silently into a single skill called Stealth, and combined Listen and Spot into a single skill called Awareness.

I use gestalt rules, and use a spell point system for casting that effectively makes casting per encounter instead of per day. I also just give all PCs max hit points. Animal Buff spells last 1 hour per level again. I have removed Disjunction from the game.

Negative levels from Energy Drain go away at the rate of one per day, there is no such thing as level drain. Ability drain also heals at 1 point per day. Obviously Restoration can speed this up.

To make monsters tougher, I allow monsters to have unlimited casting for each one of their spells and/or spell-like, extraordinary, and supernatural abilities unless it would be grossly unfair to do so. And unless the PCs take the monsters by surprise I start each combat assuming all of their buffs are already cast. I also give all monsters max HPs.

The result is that every combat is vibrant and excting with boss battles being particularly epic.
 
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So far none. Now I have decided to get the 4e core books in addition to the FR one, but only because I want the rules so I can pillage them for my own games. Mostly abilities, spells and such. And since I paly FR im gonna need to know how the new spells work.
So right now none, but later abilities and spells.
 

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