Which 4E rules are you playing with right now? [Archive] - Wizards Community

Post/Author/DateTimePost
Green

01-20-08, 08:06 PM
Title says it all, really. Which 4E rules and concepts are you adding to your current games? How have they panned out?
Thakowsaizmu

01-25-08, 03:01 PM
Not a single one.
Ranger REG

01-25-08, 04:03 PM
Title says it all, really. Which 4E rules and concepts are you adding to your current games? How have they panned out?
1. Alternate Class Features -- basically swapping one class ability for another.

In d20 Modern:
1. Talents and Talent Trees -- same as Alternate Class Features, but with more options.

In Star Wars Saga:
1. Reflex, Fortitude, and Will Defenses -- static values instead of bonuses.
Shamsael

02-11-08, 08:24 AM
I'm trying to find a way to translate wizard implements into 3.5.
TegwinH

02-11-08, 01:36 PM
1) The new death/dying variant for 3.5, but I'm using 1/3 instead of 1/4 hp
2) To reduce micro-management, I've begun to ad hoc durations from "blah blah blah per round/minute" to simply "until end of encounter."
3) I combined Hide and Move Silently into Sneak, and Spot and Listen into Perceive
4) I had already removed XP costs. With regards to magic item creation, I just had the player take a hit to their Con score based on the item they are making. It makes the players time their item creation carefully.

I'd probably make more updates if I had a better idea of more 4E rules. My players and I decided on these changes as a group and so far it has worked out very well. The players, obviously, liked the extra skill points they got from #3, but I usually play skill-check heavy campaigns, so it didn't bother me any. The death/dying variant hasn't come into play yet fortunately.
Roburius

02-11-08, 02:19 PM
1) My players don't know it yet, but we're using the new death and dying rules as of our next session. I'm going with the 1/2 total since there's no Raise Dead, etc. in my game, and a CDG will still kill your character just as fast.

2) I've abandoned XP costs for crafting in favor of action points (don't know if that's anything like what 4E will do, though).
Balseraph

02-11-08, 10:23 PM
I'm going with the Death & Dying article's 3.5 suggestions.
I'll also be using the SW:Saga/4e(I hope) 3xHD+Con @ lvl 1. (Then I'll be using static hp/level: 1/2 HD+1)
I may well do away with critical confirmation rolls. On a 20 deal maximum damage. If that doesn't work out too well, or my players rebel, I will go with 20=double damage.
Probably will go with AC and Defenses. Hey, if it means that a breath weapon can crit, I'm all for it! :D
james_gaines

02-12-08, 01:17 AM
Death and dying variant.

The streamlining of certain skills (listen and spot into perception, etc).
JimProfit

02-16-08, 03:19 PM
Though havn't used it yet, ive heavily considerd critical hits being max damage instead of multiplyer damage.

The thing of it is though this more often then not means less damage.


Let's say Jim Profit thwaps you in the head with a club and rolls a critical in 3.5 10 strength.

He'll deal anywhere from 2 minimum damage to 12 maximum damage. Average around 6 damage.

In 4th Edition, Jim's critical hit will always deal 6 damage.


This kindof makes me wonder if 4th edition non-caster classes will be less underpowerd then they are now.

Thier weapons don't look very realiable, especialy as HP goes up, massive damage is less threatning, and character levels have increased.
Divisionbyzer0

02-17-08, 12:47 AM
Power or no power, that crit rule will detract from the fun of the game.
darokinblade

02-18-08, 01:33 PM
Divisionbyzer0:
Power or no power, that crit rule will detract from the fun of the game.

*For you.
mtbOgre

02-21-08, 01:15 AM
Power or no power, that crit rule will detract from the fun of the game.

Well I think always doing max damage on a 20 is much better than having to confirm a 'threat' :rolleyes:

From what I've seen damage in general is going to be much less variable. Look at the pit fiend entry, 1d12+11... 12-23 points of damage, 23 on a crit and the fixed damage is almost as high as the max variable damage. I have a feeling that a lot of "Grab a fistfull of dice" attacks and effects are going to be like this with less variable damage.
JimProfit

02-22-08, 04:54 PM
Well I think always doing max damage on a 20 is much better than having to confirm a 'threat' :rolleyes:

I never made my players conform a critical.

If the weapon said 19-20 that meant if you rolled a 19-20 you rolled an automatic hit with a weapon and it dealt multiple damage. (Knives were very popular)

And despite this weapons still couldn't compete with an offenssive spell if your caster level was above two.

I was considering offering hit die type as a bonus on all damage rolls with weapons/unarmed. Say for example a first level rogue was cutting you with a knife hiding behind the shadows.

1d4+1d6 hit die+1d6 sneak attack.

If he dealt a critical he's dealing anywhere from 3 to 32 damage with a knife! (Could kill most any low level character and trigger massive damage for some higher level..)


One of my players said it might also help to have hit die represent attack bonus too. For example with that rogue:

1d20+BaB+strength modifier+1d6


The die doesn't "stack" mind you, that would just be broken, and you always take the lower die, so if somebody thought they were clever by dipping in one level of barbarian they're in for a rude awakening.



I just thought about how at level 20 that same rogue with some that dusty old normal knife he was using at level 1 could still be dealing anywhere from 56 to 128 damage. (And that's just with a 10 strength) Every attack of oppurtunity. (We ruled AoO triggers sneak attack)


And if you think that's broken, then good, now non-casters have a decent chance against spellcasters.
Beware of Kobold

02-22-08, 06:33 PM
I plan on using a lot of 4.0's rules in my current game because they are very clearly superior and well thought-out... hahahahahahahahhahaha :rofl:

sorry I just couldn't keep a straight face. but seriously folks, they are basically all worthless
MagickHobo

02-22-08, 07:49 PM
Stuff about adding HD
So, if I'm reading right, a 10th level fighter would add 1d10 to his to-hit roll, and 10d10 to damage? or just an extra 1d10 to damage? What about spells? I might want to throw this into my game, but in my game the spellcasters are being played by nub-cakes and the experienced players are throwing down Tome of Battle.

As for 4th Ed rules I'm using.. none right now, but I think I'm gonna yoink stuff from my Saga book (compacted skills, static saves) and use the new death rules, if only so I can be even more brutal to my players without worrying about them dieing too much. I'm also a "dice Jesus" which tends to smash my players unfairly sometimes.
JimProfit

02-22-08, 08:25 PM
So, if I'm reading right, a 10th level fighter would add 1d10 to his to-hit roll, and 10d10 to damage? or just an extra 1d10 to damage?
Just 1d10 each.

And if he multiclasses he has to take the lower hit die. (So fighters get a boost sortof..)

What about spells?
Spells don't apply, the hit die only applies to normal attacks. Like swords, fists, biting..

I might want to throw this into my game, but in my game the spellcasters are being played by nub-cakes and the experienced players are throwing down Tome of Battle.
Yeah, if non-casters had been like tome of battle from the start there wouldnt need to be so many houserules.

I'd get tome of battle but i dont feel like flushing down 30bucks. They should've gotten it right the first time. That's what playtesting is for.