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Showing posts with label 4E. Show all posts
Showing posts with label 4E. Show all posts

Thursday, November 18, 2010

4E Rituals Options (resizing Magic Items)

I'm really reading over my 4E books. When I first got them I read just enough to learn how to play and we jumped right in. I ran a few games, and every one seemed to have a lot of fun.

Now with my little break right now I'm going back and reading some of the sections I just skimmed before. Like rituals. While I can see a lot of promise in most of them the rules for Disenchanting and enchanting Magic Items really seem interesting.

I had an idea. What if you could re-size magical items. Not physical size but level of an item.

If you had an item you really liked, say a level 3 thundering weapon. And you start to out grow it. by hitting level 8. But you really like your thundering weapon. Instead of disenchanting it or selling it you could use enchant weapon to re-size it.

The cost would be enough residuum to pay the difference between the previous cost of the item and the new cost of the item.  A level 4 thundering weapon costs 840g and a level 8 costs 3400g. So to re-size the weapon from levels 4 to 8 the cost would be 175g for the ritual plus 2560g worth of residuum for the difference in cost.

The usual restrictions apply. You cant raise the level of an item higher than your own level.

Monday, November 15, 2010

4E D&D Revisit

I really want to give 4E another go. As I've stated We really enjoyed it. But I just didn't feel it was a game we would continue to play. I have really been focusing on rules-lite games. And has nothing to do with most criticism
against it.

Most of the criticisms again 4E really doesn't matter to us. Yes its tactical and uses minis. Yes it has elements in common with online MMORPGs. My players love strategic mini games and all have or do play Online MMORPGs. Most of those elements are just common elements between the two. It just uses the MMORPG terminology for it. Who doesn't have the fighter first in marching order rather than the wizard. Now it is called a defender or tank. But the job is the same, Meat shield.

I just felt the system was far from rules lite. But to be fair I'm coming into it years after the release with tons of material out for it. Tons of material, Tons of options and abilities. With the release of the essentials and articles like this one by Greywulf I have really been thinking it over. Much of this is my perspective. I really don't need all three players hand books for every game. Or even every ability from players hand book one.

Before I permanently shelf my 4E books I really need to scale a game back a bit and play the game with out trying to include every bit of material I can find. I'm debating getting some essentials books.

Monday, May 31, 2010

Dungeons and Dragons 4E

Fourth Edition D&D was another game that at first glance turned me off. All I saw in it was a tactical miniatures game and it had so much influence from MMOs that I just didn't want anything to do with it. So for the longest time I have avoided it like the plague.

A few months ago now I started reading around a little about it. And I got thinking. Our group are all ex-MMO players (some still play them) and love tactical miniature games. Maybe if Wizards had not called it D&D but called it D&D tactics we would have tried it. So I figured it is worth giving it a fair shake for what it is, not what it isn't.

To my surprise the game is a hit with us. We are well into a long term game and this is our current game at the moment. No this game is not 3rd edition, no its not an in depth story telling system. What it is is action and adventure. I really must say as a GM it really is less of a chore to run than other systems. No matter how you slice it 4E fits our casual play style just fine. For us at least the fun factor is there.

Power 10 for 5E D&D.

As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...