Elementary Essentials

Post/Author/DateTimePost
#1

kzach

Aug 22, 2011 2:22:23
The purpose of these rules is to eliminate many of the mechanical problems in 4e brought about by imbalances from levelling. At least, that's the design goal; whether it has succeeded or not is another matter entirely

There are other factors involved in making these changes. Part of it is because of the Red Queen and the nature of level-based increments which makes them kind-of pointless. Another factor is to bring 4e back to a semblance of 1e/2e play-style. Another is just to make it a little-bit grimmer. And yet another is to make it all even easier for both the DM and player to calculate and play at the table.

Of course, the primary reason is: just because I wanted to. And in that goal, I have succeeded beyond my wildest dreams

The reasoning behind calling this "Elementary Essentials" is because I have only, so far, theorised the mechanics for working with some of the Essentials classes. Even then, I haven't looked at all of them. I expect them to work well with all the Essentials classes though because of their build nature.

Anyway, here's what I've done so far:

Character Creation & Levelling

No level-based increases to abilities, attacks, defences, skills or hit points. The exception to this rule is that at 11th and 21st-levels, the character gains a +1 bonus to all ability scores, attacks, defences and skills, and gains their class bonus hit point amount to their hit point total as well. In addition the character can add a background and it’s associated benefit at these levels.


16 (before racial bonuses) is now the ability cap for all abilities on character creation (assuming standard point buy is used).



Stacking


Bonuses from feats, items and powers do not stack with each other, but everything stacks with ability-based, class-based, theme-based and background-based bonuses. Therefore you could stack Dex with Sneak Attack and the Light Blade Expertise feat all together, however having Weapon Focus (light blade) would not stack with the bonus from Light Blade Expertise. The same goes for a power source such as Backstab which would stack with Sneak Attack and Dex, but not with Light Blade Expertise.


Exceptions to this are base armour values and weapon proficiency bonuses which stack with everything, as do weapon property bonuses (excepting superior implements).



Items


There are no magical plusses to attacks, defences or damage from magical items. Crit dice still apply based on the CHARACTER’S level, not the item’s level. So a 1st-level magical sword wielded by a 30th-level character will have 6 x crit dice (if it has crit dice at all).


Magical items are now exceptionally rare with a character expecting to get one item every three levels. This is because magical items now require more than just residuum or gold. They now require extremely rare and very hard to find, let alone acquire, items of immense power and value (commensurate with the power of the item). Creating a magical item is something that adventuring parties quest to complete. The Enchant Magical Item ritual remains the same with the exception of a DM fiat required item to complete any item.


Any magical item that determines a bonus by level will automatically increase in value based on the level of the wearer, ie. Battle Harness worn by a 1st-level character will confer a +1 bonus to initiative whereas if worn by a 30th-level character will confer a +6 bonus to initiative.


Potions and scrolls are far more readily available and rituals and alchemical items are also much more widely used. Coinage gains remain the same. Where a magical item is indicated on a treasure parcel, substitute a potion, scroll, ritual or alchemical item in its stead. Magical items should be given out as story awards based on the DM's imagination rather than as part of any 'parcel'.


Masterwork Items are replaced with masterwork weapons and implements that can confer a +1 bonus to attacks. Masterwork armours can confer a +1 bonus to AC. All magical items are masterwork but not all masterwork items are magical. Masterwork boots can confer a +1 Reflex bonus. Masterwork waist items can confer a +1 Fortitude bonus. Masterwork head items can confer a +1 Will bonus. These bonuses function like item bonuses and therefore do NOT stack with feats, item bonuses or powers.



Powers


At-will powers do not increase in damage at 21st level.



Monsters


All monsters have their level divided by 5 and reduced to the rounded up number (minimum 1) using the Monster Builder. It’s as easy as sliding the scale to the left. Some monsters may require minor tweaks, especially to Initiative, Perception and some ability scores. Other than that, most should be ready to roll with just by using the slider.


 
Feats


All feats that give a non-conditional bonus to any attack, defence or damage have this bonus withdrawn.


Banned Feats: Epic Fortitude, Epic Reflexes, Epic Will, Superior Fortitude, Superior Reflexes, Superior Will, Great Fortitude, Lightning Reflexes, Iron Will, Champion’s Countenence, Robust Defences, Paragon Defences.


Altered Feats: Toughness (3, 6, 9 hit points), Superior Fortitude (no bonus), Superior Reflexes (no bonus), Superior Will (no bonus), (Various weapon) Expertise (no hit bonus), Master at Arms (no hit bonus).

#2

pluisjen

Aug 22, 2011 2:28:31
Have you tried to run a few games like this yet? These changes are huge and I have no way to predict what it's going to do to the game.
#3

kzach

Aug 22, 2011 2:35:02
Have you tried to run a few games like this yet? These changes are huge and I have no way to predict what it's going to do to the game.


Nope, not yet. It's something I'm working towards. I'm still hoping for feedback from people to highlight any glaringly obvious holes that I can fix before attempting a play-test. Running play-tests requires a helluva lot of effort so ironing out the obvious is my current design goal.

I have made up five characters (paladin, warpriest, mage, thief, scout) to form a party using these guidelines as 11th-level characters and tested them against a couple of basic encounters. It worked pretty well. I intend to make them as 21st-level characters as well and convert a module using these guidelines and then run a game with them.

That's awhile off though  
#4

pilgaard

Sep 10, 2011 10:16:05

Looks very interesting, these house rules (or, as the changes are so profound, almost a new game system in itself...Smile)
With your your goals for these changes, I think you have identified a number of key points for adjusting/enhancing the game. 

One thing that comes to mind: they remove quite a lot of the feeling of advancement for the players - gaining hp etc. when advancing a level. Powers etc. are still gained, of course, so that will have to be the cornerstone for providing the feeling of (mechanical) progress of the character for the player.

Would be very interested in hearing about any play-testing

Regards
Nikolaj