So, I've been thinking a lot about the "Unlockables Table." It's a really cool concept, but it seems a little too gamist for the more classic/iconic mindset we're going for here. I don't want to trash it entirely as it still seems fun and plausible. So this is what I'm thinking: the Unlockables Table (and Retraining Token) will be an optional ruleset for DMs to use for alternative rewards. Now, I am very likely to, upon having released the initial Legend4ry Core Rules, revisit with a second set of option rules touching on the Ranger, Paladin, Druid, Half-Orc and more. In fact, the first pdf, I've decided, is going to be entitled:
Legend4ry: Basic Rules
Subsequent releases, such as the one mentioned in the above paragraph will likely be "Legend4ry: Expert Rules," on so forth and so on. I'm really looking forward to this and am hoping to have the initial cover image ready for the next post.
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Now this is where we take a departure from our regularly schedules Legend4ry rules discussion. In lieu of the Unlockables Table being optional, I've decided to add a few things to counteract this for a regular, RAW, campaign.
- Mages and War Priests will have the following schools and domains initially available to them:
- Mages:
- Enchantment (HotFL)
- Evocation (HotFL)
- Illusion (HotFL)
- Necromancy (HoS)
- Nethermancy (HoS)
- Pyromancy (Dragon 391)
- War Priests:
- Storm (HotFL)
- Sun (HotFL)
- Earth (Dragon 392)
- Death (HoS)
- DMs are more than welcome to open up the other domains to the War Priest at their own discretion. I've opted not to do so as they are specific to the Neverwinter campaign setting and Legend4ry is going to have it's own simplified pantheon.
In addition to that, I've decided to add the Half-Elf race to available racial options. While we were initially going for the classic and iconic fantasy feel, even Tolkien had Half-Elves in his stories. I feel this option keeps with the iconicism and should add for some interesting role-play opportunities. (Think Tanis Half-Elven from the Dragonlance Chronicles, he's not neccessarily accepted by Elven or Human societies.)
Humans and Half-Elves have pre-Essentialized racial powers available to them that I think should be available for Legend4ry play as well. Humans have the option to gain an extra Level-1 At-Will power from their chosen class and Half-Elves can choose, via Dilettante, to have a Level-1 At-Will power as an Encounter power from another class. This doesn't mean that Heroic Effort or that Knack for Success are invalidated, it just means that these two races can choose at creation either of their available racial powers. So basically: Humans and Half-Elves can choose what racial power they'd like at character creation.
So, how am I going to implement this? I've given it some thought, because the Essentials classes don't have the plethora of options, and often times you are locked into a power selection, I've delved into the original classes, ie. Fighter, Cleric, etc, and chosen four of their powers each. Each of these powers is intended to be iconic for each of the respective classes and demonstrate one of their varied ways to play. If there are any suggestions for substituted powers, please feel free to mention it in the comments. As always, DMs are free to make more or less powers available at their discretion.
- Fighter: Cleave, Tide of Iron, Sure Strike, Weapon Master's Strike
- Wizard: Magic Missile, Hypnotism, Scorching Burst, Thunderwave
- Rogue: Sly Flourish, Duelist's Flurry, Deft Strike, Preparatory Shot
- Cleric: Lance of Faith, Blessing of the Battle, Brand of the Sun, Sacred Flame
Now this leads into two different things:
First, Magic Missle (even in OD&D-Clone Swords & Wizardry) has two options and this should be reflected here, too. There is the old pre-Essentialized option of "roll to hit, potentially do more damage" and "it's a sure thing, will always hit, and do static, but low, damage." Before casting, a Mage (or MC Mage, more on this in a bit) can choose either for the sure thing or the roll-to-hit variety of Magic Missile. It adds an interesting level of tactics about what's more important for that specific shot, and specific combat. I like it.
Secondly, Multi-Classing will be allowed. I like 4e Multi-Class, and I'm not afraid to say it. I've discussed on my other site in a love-letter to 4e D&D why, so feel free to check it out! I am also willing to eschew the "characters can only take one multi-class feat ever" thing. If you really want to take multiple and eat up feat options, have at it. If you want to play a Fighter-Mage-Thief, this is going to be your only way to do so as Hybrid options will not be available. Much like how have three classes at once was detrimental but offered advanced options and mobility for a player, eating up your feat slots will do the same thing. I think this is a fair trade off.
Following will be the listed feats. I should note that certain MC feats grant a Level-1 At-Will to be used as an Encounter power, and this should be chosen from the above Human-Extra-At-Will/Half-Elf-Dilettante list. Here are the available feats:
- Arcane Initiate - Wizard Multi-Class
- Initiate of the Faith - Cleric Multi-Class
- Sneak of Shadows - Rogue Multi-Class
- Student of the Sword - Fighter Multi-Class
In addition to that, I've decided to offer the "swap out powers" MC feats as well, but have yet to produce a list. This will come in a future posting, hopefully the next one!
- Level 4 - Novice Power - MC Encounter
- Level 8 - Acolyte Power - MC Utility
- Level 10 - Adept Power - MC Daily
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That's all for now, and I apologize for the ret-con and lack of substantial new content. I hope my expansion of racial options and multi-classing will suffice.
The next post will be back on the regular schedule, so check for that in a few days. I also hope to have the cover image for Legend4ry Basic post as well as the advanced MC power options.
Until next time,
-blob
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