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| #1jimprofitFeb 07, 2010 15:22:17 | This was an idea I cameup with whilest having a convo with my best friend. We were just comparing how "power types" seem to be less important then "class type". And it got me to thinking about how to make a possible gestalt 4th edition campaign. Class Path: Unlike normal games, the DM would randomly choose powers for you within the context of what he has too. (To prevent powergaming) However, you have some leeway over your character as you can either gestalt into two class types (say striker+defender) or go "pure" (pure striker). The difference is that pure class types can obtain higher level powers, but at the loss of diversity. Keep in mind that just because you're pure striker, does not mean nesscaraly you'll be less MAD. The DM is encouraged to roll a dice and pick a power based off the dice roll's stat. 1=Str based power 2=Dex based power 3=Con based power 4=Int based power 5=Wis based power 6=Cha based power Most powers that would be buffed by "level 21". Are instead augmented by being pure class path. As well, you gain two class features like paladin's lay on hands or warlock's eldrich blast. Determined by the DM. STATS: (Point buy, or 2d8+2 each) For the purpose of this campaign, the former 4th edition rules are ignored for the most part. Monsters have their HP reduced to constitution score or lower at DM's disgression, (sept for minions) and don't incur bloodied or any of that stuff. Powers that rely on bloodied and whatever are encouraged to comeup with their own effects for powers. The DM is encouraged to add confirmed damage on good roleplaying or some sortof unknown weakness. Like say, a ghoul is weak against defenders. Or a water elemental takes double damage from electric attacks. As well, all stats independently help out your character in their own way, effectively making you think carefully before having a dump stat. Strength=Increases all confirmation damage equal to stat, Healing surge dice amount. Dexterity=AC defense bonus, No. of feats equal to modifier+1. (No less then 1) Constitution=Fortitude defense bonus, Bonus healthbars equal to modifier. Intelligence=No. of trained skills, (can take the same one twice and stack) No. of at-will powers equal to modifier+1. (No less then 1) Wisdom=Reflex defense bonus, No. of encounter powers equal to modifier+1. (No less then 1) Charisma=Will defense bonus, No. of daily powers equal to modifier+1. (No less then 1) HP=Health Bars: Instead of HP, different powers/weapons deal damage, then deal HB damage. The difference is the first aspect is to confirm damage dealt using a d100 check. Say 3d6 vs d100. Then it deals healthbar damage. If at anytime, the confirmation damage fails, previous healthbar damage is released. Let's say your con score is 20. You have 10 healthbars. And you've had two succesful attacks done against you and are left with two healthbars. The third attack fails, so the healthbars rejuvanate. Pure Controller=3 (or d4 if DM prefers) Pure Leader=5 (d6 if DM prefers) Pure Striker=7 (d8 if DM prefers) Pure defender=11 (d12 if DM prefers) Controller+Leader=4 (d4 if DM prefers) Controller+Striker=6 (d6 if DM prefers) Controller+Defender=9 (d8 if DM prefers) Leader+Striker=6 (d6 if DM prefers) Leader+Defender=9 (d8 if DM prefers) Striker+Defender=10 (d12 if DM prefers) Healing Surges: Healing surges now differ from normal D&D. Essentially being triggered and granting temporary HP. They're there to soakup damage. What happens is whatever temporary HP you get from the healing surge, reduces confirmation damage. If any confirmation damage is left, you still have to make a d100 check. Though strength determines the dice amount (like 2d6 or 3d4). Your gestalt pick determines die type! Pure Controller=d4 Pure Leader=d6 Pure Striker=d10 Pure defender=d12 Controller+Leader=d6 Controller+Striker=d6 Controller+Defender=d8 Leader+Striker=d8 Leader+Defender=d10 Striker+Defender=d10 This is only a Test: Keep in mind that the balancing factor of this is up for question. Just seeing how interesting you think it would be. Some players might not like it do to the great control the DM has over your character build. But mostly it's to encourage rollplaying by not allowing players to simply look at stats, and take advantage. As well, the system actually goes by alot faster as most statistic measures are abolished and replaced with open-ended dice rolls. That might be unpopular with some as well. Making combat seem less then friendly. (First you attack vs defense, then you confirm via d100, then you roll actual damage.) Mindyou, I'm used to playing Paranoia. But sense most of my friends LIKE technical rules, as they believe it leads to greater game balance, and that Paranoia does not "fit D&D". Tell me what you think of this 4th edition redo. |