In the two weeks since I released the Legend4ry D&D Basic Rules I have learned a lot. This has been discussed in depth in a couple of posts and I've not forgotten it. I plan on releasing an updated pdf of the Basic Rules within the week once a few things are decided upon or codified.
As a review of the things discussed:
- Multi-Class feats
- Alternate Racial powers for Humans and Half-Elves
- Warpriest Domains
- The big one, Monster Math
Let's start from the top and work our way down.
Multi-Class Feats
I love the idea of Multi-Class feats and have from day one of 4e's release. I also know that the "old-school" feel we are going for had dual-classing and later multi-classing as well. While dual-classing (or in our case Hybrids) don't make sense for the Essentials line characters. Were there official rules for this, I would see no reason to not include it, but sadly there are not. Multi-class is different, though and is fitting for the purposes of the old-school-inspired dungeon crawl/campaign.
Now, how to limit them. Obviously only have them available for the mother classes of the classes that are available to the players. I.e. the Slayer and Knight class are available so then someone who qualifies can take the Fighter Multi-Class feat. This will take some DM discretion to make sure that the players are in fact choosing powers granted from their MC feats are thematically fitting, but I think it will lead to unique and hopefully fun character builds.
That leads us to something else...
Expansion of Available Classes
When I first wrote up the Legend4ry rules I only wanted to have the "Big Four" iconic classes available with other classes able to be unlocked at a later date, further down the road. It was ambitious and a bit confusing rules-wise, so I ultimately dropped the idea and just stuck with the iconic classes.
When getting much-needed critiques and criticism about Legend4ry, it was pointed out by someone that while those four were iconic and some of the original classes, they also recalled having iconic Rangers and Barbarians and the like. And you know what? They were right.
So, I want to expand the available classes and races a bit to the following sources:
- Heroes of the Forgotten Kingdoms - all
- Heroes of the Fallen Lands - all
- Heroes of Shadow - Executioner, Blackguard, Binder
- Neverwinter Campaign Setting - Bladesinger, Dwarf/Elf/Eladrin Racial Variants
A quick note that the only sources available for powers are the above four books and Sub-class specific Dragon articles. This does not affect the available Mage schools.
Alternate Racial Powers for Human and Half-Elf
Frankly, as much as I enjoy these alternates, they are just too complicated and confusing for what we are wanting to do with Legend4ry. So these races will be relegated back to their Essentials-only Racials.
Warpriest Domains
This one I thought about for awhile due to fluff reasons. After some thought and a suggestion via one of the Legend4ry critiques; all Warpriest-specific domains will be allowed.
That said, the deities for Legend4ry are going to remain the same with the 3 chosen. That just means perhaps a little refluffing or simply saying, "While my Warpriest is part of the Storm Domain he worships Pelor." Simple enough, I think.
Monster Math
This is the baddest of the bad, the biggest of the big. It's crazy. So many thoughts, options, opinions, and more it's hard to keep track of what is the best idea for a deadly dungeon crawl.
When looking at the math, doubling damage would stop just short of outright deadly. The damage as-is is boring at best and offers minimal threat. Unless we are talking about Minions who having their damage expressions doubled made them a formidable threat.
I was a bit lost until C. Steven Ross suggested Nightmare Mode for damage. I read it, and I loved it. And, for the most part, I want to utilize this idea but a bit differently. In Ross' version the damage only starts really adding up at second level for the monsters. I see no reason to not start this added damage at level 1 so here is what I'm thinking:
I feel comfortable with this. Damage is added, things run a bit faster. Monsters still have 1/2 HP and we will be utilizing the added a level or two to the Experience Budget to account for 1/2 HP mobs. Awesome. Thanks to everyone for their input on this crucial part of the Legend4ry monster experience.
------------------------
There are a few other rules changes I'd like to discuss as well that were not on the original list.
Character Generation
While the idea of rolling 4d6 six times seems like a good idea.. It's not. In the past few weeks I have created many a character using this method and have found them to be anywhere between barely playable to slightly effective. I want to give the players a chance to survive despite everything else being insanely difficult and character generation seems like the one and only nice thing I can do.
So for CharGen, follow the RAW using either the point-buy method or the array-method. For those who are wanting a more hardcore game and don't mind the skewed ability scores, then by all means use the optional 4d6 six times method (I know I will for one-shots and the like!)
Hirelings
The rules for Hirelings are going to remain the same as discussed in the Legend4ry D&D Basic Rules save for a few points:
- The Archetypal Hirelings will be added to the list of available Hireling builds
- Hirelings will be able, over the course of one adventuring day, to take 2 hits before dying. If the Hirelings survives the day and makes it to an Extended Rest, the next day they start with being able to take 2 hits once more.
-----------------------------
That's all for now. As always, questions, comments, and everything else you can think of are welcomed in terms of the Legend4ry rules set. I love hearing them because they make me a better designer and they make Legend4ry a better game. Look out for the Legend4ry D&D Basic Rules version 1.1 coming within the next week.
If you are looking for some fun sidelines pbp material check out me playing in C. Steven Ross' Lost Crown of Tesh-Naga as Ghaaldar the Dhakaani. Or check out the upcoming (next week or so) Fourthcore Team Deathmatch entitled The Danger Room where I will be playing on the Blue Team.
Lastly, I've started tinkering with converting Dyson's Delve to 4e for a Legend4ry delve using some very Fourthcore-inspired goodness. If I get it done and am happy with it, I will likely post a pdf of it in the near future. I am also working on my own Fourthcore Team Deathmatch map and would love some collaboration, currently I have the rough idea of the map worked out and some of the random cards, but need some advice.
Until next time,
-blob
You can follow me on Twitter @Sorcerer_Blob or via the hash-tag #legend4ry. You can also find my blog and others at the Fourthcore Hub and at the RPG Blog Alliance.
looking forward to see your revisions!
ReplyDelete