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| #1chaosfangJan 22, 2012 17:50:44 | With the strings of ideas floating around here, and to provide a complete presentation of the classless system, it was about time that I transferred it to a new thread, so that people don't have to look through all 7+ pages of that thread to figure out the details on the system changes made by this homebrew. Table of Contents Introduction Changes I. Definition of Terms II. Character Creation --A. Race --B. Role --C. Powers III. Actions Available IV. Using Original 4E Options V. Optional Systems --A. Feat System --B. Skill System --C. Tier System |
| #2chaosfangJan 22, 2012 17:59:40 | Introduction This system originally began as a mental exercise, just to see how flexible the 4E modularity methodology really is. However, through the nudgings of mhbjarkistef, I have continued to develop it, possibly to the point where it could be considered a completely different beast from 4E, even though it is still 100% compatible with the parent system. As I mentioned in the original thread, the inspiration of this system came primarily from two sources: Gamma World 4E, a post-apocalyptic, humor-rich game based completely off 4E, and Dungeon Master's Guide 2 which, among many other wonderful toys it gave to the DM, included the Character Companions. This system attempts to utilize those two elements, as well as elements introduced in the Essentials product line of D&D 4E, adding a few spins of my own on the system. Changes 24 February 2012 - Upon realizing that the Weapon keyword was not necessary for most of the weapon powers (see: Unseelie Agent theme), all powers that have the weapon keyword EXCEPT Basic Attacks AND Greater Cleave was removed. 16 February 2012 - Made corrections in Chapter 4, to clarify the effects of converting from original 4E to Classless 4E. - Adjusted Deadly Strike, Life-Giving Word, Role Master, Harrying Assault, Spellblade, Pummeling Crash, Magical Pillar, Spectral Summon, Adrenaline Rush, and Magical Storm. - Added Universal Utilities, which all characters gain. - Added Greater Cleave. 14 February 2012 - Happy Valentine's Day! ![]() - Made changes to a lot of powers, in part to allow their use with an implement-based basic attack power. - Added Mana Shock, an implement-based basic attack. It is not considered a replacement for Basic Attack (because being a spellcaster doesn't necessarily negate your punching capability), but it does add some simple control effects, so I considered it as a selectable at-will attack power. - Added Role Master, and allowed single-role characters to utilize the power to close the power gap between them and dual-role characters. - Changed Sneak Attack to Deadly Strike, and changed the Striker benefit yet again. So now the [easily trivial in 4E post-Essentials] need for combat advantage is removed, and Striker primary/Secondary simply deal a lot more damage. 13 February 2012 - Switched the leader benefits of Spellblade and Harrying Assault, for better thematic sense 12 February 2012 - Adjusted Magical Burst, Life-Giving Word, Control Zone - Removed Power Strike for now 10 February 2012 - Fixed Foe's Folly to work with the marked condition. - Increased the use of Control Zone. - Added Power Strike. - Fixed Magical Burst wording and timing - Changed Cleaving Strike's Leader benefit from shift to move 09 February 2012 - Renamed Sneaky Surprise to Sneak Attack, and allowed it to do damage from afar, with the additional benefit of even more damage if you're a dedicated striker and you have combat advantage ![]() - Transferred powers to the powers section. - Fixed a variety of powers. 05 February 2012 - made several fixes and tweaks to Foe's Folly, Sneaky Surprise and Control Zone 31 January 2012 - removed Stalwart Defender, and adjusted Foe's Folly - fixed Swift Action and Triggered Action - entered the Using Original 4E Options section 23 January 2012 - Thread created, elements from previous thread merged, fixed in appearance, and presented in this thread. |
| #3chaosfangJan 22, 2012 18:24:43 | I. Definition of Terms Due to the differences between the original 4E and this DIY 4E, some terms have to be established.
For those who may be wondering why level 30 is a "dead level" of sorts, it is because this is effectively the end of your character's journey, sipping with gods, having the universe and parallel planes of existence within the palm of your hands. At this point, you're so powerful that it doesn't really matter if you have a level 30 feature or not ![]() This is the skeletal framework of D&D 4E from levels 1-30, with additional niceties depending on feats, features, paragon paths and epic destinies [and I believe the reason why Demigod's level 30 feature didn't really matter in the developer's eyes at first is because even if it was "broken", there's no further character progress anyway, so with the campaign coming to a close, might as well let the players go crazy for the few hours they'd be using it... although reigning it in was perfectly sensible, given how out-of-line it was relative to other epic destinies ].Feats in this system are acquired at the same levels as original 4E, except in this instance, feats are no longer mechanical fixes to the system's math, but instead are tweaks that allow you to modify your character as you go along; in other words, the 4E class features would be "baked" into feats, which you could take and tweak as you so desire. In relation to classes, using classes with feats would be offering players highly recommended feats to give the basic "feel" of that class, while allowing more "do-it-yourself" players to establish their own character development path. |
| #4chaosfangJan 22, 2012 19:02:45 | II. Character Creation This section is divided into three portions: Races, Roles, and Powers. The system assumes that PCs will progress at the same rate, much like how 4E currently works. Races define your "genetic" lineage, or bloodline. Thus, all features presented in this section pertain to the benefits your character has from simply being one of that specific race. Roles define your character's functionality within a group. There are four roles, as first established in 4E:
Unlike 4E however, instead of choosing a class with given roles, you instead choose up to two roles during character creation. Optional, alternative systems could be used to change this later on, but roles would be the core feature of the system. Powers are abilities that your character develops throughout his lifetime. These powers are modified by two things: a character's role (or roles), and optionally, feats. There are basically two types of powers: attack powers, and utility powers. In the broadest of sense, attack powers are powers that intend to harm others, while utility powers are powers that aim to help others. - - - - - When creating a character, use the following steps, instead of how it is normally done in 4E:
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| #5jeremy-dnd-nextJan 22, 2012 19:09:52 | Hey, great stuff - very interested to see where you're heading with this! As someone who's involved with a similar effort, all ideas at how D&D could be played differently are on my radar. Keep creating! |
| #6chaosfangJan 22, 2012 20:37:39 | Thanks Jeremy! in the meantime, I'll continue posting all the details as mentioned in the Table of Contents, if that's alright with you ![]() A. Races From lack of development time and resources, choosing a race from any player-available resource would be implemented, although note beforehand that the mechanical benefits of any race is far more restricted here than even in original 4E: as ability scores would have a far weaker impact in combat (and far greater impact outside of combat) due to the decoupling of ability scores -- and almost everything else -- from attack rolls, there would be little need to focus on character-based combat optimization, and more focus on team combat optimization and storytelling. [ Hitting in combat is usually a culmination of skill and luck, and it's up to the group and d20 to show how that culmination came about. A strong fighter might smash his weapon through an enemy's armor, while a nimble fighter could be slicing through the gaps of his opponent's armor, and a smart fighter could be using the skills he learned in fencing class, whereas a wise warrior could time his attacks right, and a cunning warrior would use bluffs and feints to leave the enemy open to attack [mechanically STR/CON, DEX, INT, WIS, CHA fighters, all hitting the target]. With this in mind, and given how only the people who blatantly ignore combat anyway would avoid increasing their primary stat, why bother with complicating the math? Less bookkeeping, more storytelling if you ask me ]This will serve as a placeholder for races and racial features that would be different from how the classic 4E presented them. In the meantime, here's how it works: The first time you create a character, one of the most important decisions would be your character's background, which is a mix of bloodline, history, and tendencies, among other bits. With regards to race, each race has a particular set of features, culture, and even common names. Choosing a race provides you with certain mechanical benefits, but are generally restricted in this manner:
Note that within a race can be found variations in their genes, also known as subraces. These variations allow certain characters to have uniquely distinct features that vary even between those of the same race. Regardless of subrace, however, these are the only racial elements that change with subraces:
B. Roles Regardless if you accept it or not, D&D has always had roles for each player to bring to the table: be it "meatshield, healer, skill monkey, wizard" or "defender, leader, controller, striker", they've always been there from antiquity. 4E simply clarified these roles and made their contributions more equally distributed. This system aims to bring it down to the basics and expand on that, by allowing players to create their own characters based on what they can do to help allies in need. These roles also affect how you can utilize your powers. Whenever you use a power, you can choose to have additional benefits, based on your role (or roles). If your DM has removed the use of roles, don't worry: most of those powers work even without any roles in mind, although that means that you may have far less interesting options at hand, in which case you might have to make your own options ![]() If your DM utilizes the feat system, it is completely possible that a feat will allow you to change at least the secondary role of your character, or even the primary role. In these cases, please refer to the Optional System: Feats for more details. Here are the initial benefits for each role: Defender: You gain the Defender's Aura and Foe's Folly powers Controller: You gain the Control Zone power Striker: You gain the Deadly Strike power Leader: You gain the Life-Giving Word power |
| #42mhbjarkistefFeb 04, 2012 19:22:52 | You are all talk and no actions Mattador. Common, be creative with us :D Fluid Motion Prerequsite: You must be wearing light armor or no armor to gain the benefits of this feat. Benefit: Whenever you hit with an encounter or daily power that has a hit line you can use a swift action to move 3 squares until the end of your turn. Superior Weapon Proficiency: Benefit: You gain proficiency in a superior weapon of your choice. The looks of the weapons are all created in your minds eye. Choose one of the following effects, your new weapon gains that effect: · Reach (you can be one square further away from your target to hit it with melee attacks than usual) · High Crit (when you roll a d20 on an attack roll you deal 1[W] extra damage) · Brutal 2 (Whenever you roll a 1 or 2 on a [W] damage die, reroll the die. Repeat until the die shows a result higher then 2) · Reliable (1d12 becomes 2d6, 1d8 becomes 2d4, 2d8 becomes 4d4), according to the table below:
I actually did think about the themes and archtypes. This is what I came up with: Feats This is sort of like World of Darkness, when you think about it. It's just classes and themes in a feat-type manner. We are simplifying things by instead of having "Themes, Archetypes, Classes and Feats" we have "Feats". Bundled feats all have a disclaimer "If you take this feat as your level 1 feat you can any of the following feats for which you meet the prerequisites" and all class feats have a special line saying "You can only take this feat at level 1, or when your level advancement table give you a Class Feat slot". |
| #43mhbjarkistefFeb 04, 2012 19:40:00 | Other character concepts missing: · Teleporter · Blademage. |
| #82chaosfangFeb 08, 2012 9:55:17 | Versatile Affinity It's a bit less on balancing issues as opposed to story issues; in fact I'm considering just one elemental affinity at level 1, with a feat to add elemental affinities, but I guess it's more of a fluff issue than anything ![]() |
| #122mhbjarkistefFeb 11, 2012 7:39:20 | Universal Attack: Everyone has this as level one, but can choose whether they use it in combat or not. For example, even a non-magical fighter can let out an incredible roar, frightening his enemies and dealing psychic damage. Although it may not be his favourite attack it still counts as a Magic Bolt. This is why each magic bolt's keywords are decided when it is used. The example above would have the Fear and Psychic keywords. Most magic bolt attacks only have the type of damage they dealt as their keywords, such as fire, cold or thunder. Attack 1: You can only pick this attack in its appropriate slot (at-will/encounter/daily) if your are level 1 or higher. If the attack says "Attack 5" then you have to be level 5 or higher to use this attack. There, then we have these fixed... |