|
|
|
Recent posts by
Jezred:
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
The DMG discusses this topic to some length, and I think it does a good job summing up how to play with smaller groups and/or the absence of roles. I agree with most posters: defender-leader-striker, with at least 2 of the 3 melee-focused.
But since you labeled the topic Best Three Member Party, here is my interpretation using just the PHB:
Dwarf "Axe/Hammer & Board" Fighter
Dragonborn Inspiring Warlord
Elf "Archer" Ranger
The dwarf gets a second wind as a minor action and can dish it out using Dwarven Weapon Training/Weapon Focus/Weapon Expertise. Dragonbord pumps out the heals and has an close blast for those occasional minions (plus it deals some decent melee damage). Elf rains death from afar with the best maneuverability and a bonus reroll.
This is based purely on the stats and "roll-play". Have your players roll up whatever they want and adjust using the tips in the DMG.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Scott Betts wrote:
When I convert adventures from previous editions I don't hold to the same level band that the original adventure did...
Two comments:
1. The current party will be 7th level when I am ready to run this, so I decided to stick with that level.
2. With first and second edition modules, they often mix monsters in the adventure that wouldn't necessarily work in 3E or 4E. For example, earlier in this adventure they fight small warbands of orcs and such, which is typical of middle heroic tier. However, later on there are giants and other creatures that are middle paragon tier. Thus I rarely convert modules straight across.
Instead I use the overall plot and adventure summary to drive the adventure, but I adjust the encounters towards the party level. Thankfully this adventure is much easier to convert than most I have in the past.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I was converting an old adventure, UK7 Dark Clouds Gather, for use in my 4E game. It is based on characters of roughly 7th level. I noticed that towards the end, giants began to feature prominently in the encounters.
Now, giants are normally paragon-level standard monsters. However, a party of 7th level characters would get decimated by a paragon-level monster. So I looked at the encounter again, which only called for one giant. This seems to work well. Then I remembered this quote from the DM tips:
P.H. Dungeon wrote:
I'm starting this thread a place for 4E dms to post tips for other 4E dms based on their experience running 4E. ... Monster Stat Blocks Monster stat blocks should be considered as being relative to the party... Example 1: In heroic tier gaming you might have the stat the local militia of a town as level 3 skirmishers or soldiers. This is a good reflection of their capabilities relative to a heroic tier party. However, as the heroes advance this stat block becomes obsolete, so when they are at paragon tier if you had need of the town militia again, you might consider restating them as higher level minions...
So I figured I could convert the giants into heroic-tier solo monsters. This is an example of the above in reverse: paragon-tier standard monsters could be converted into heroic-tier elite or solo monsters.
I wish to post my work to both show examples of what I am talking about as well as to get feedback on my work. Let me know what you think.
Example One called for a frost giant and a winter wolf. I designed this encounter as a young adult frost giant hunting with his winter wolf pup.
Frost Giant Hunter Level 7 Solo Brute
Large elemental humanoid (cold, giant) XP 1500
Initiative +5 Senses Perception + 6
HP 392; Bloodied 196
AC 21; Fortitude 21, Reflex 17, Will 19
Resist 10 cold
Saving Throws +5
Speed 8 (icewalk)
Action Points 2
m Icy Greataxe (standard; at-will) * Cold, Weapon
Reach 2; +14 vs. AC; 2d8 + 5 damage plus 1d6 cold damage (crit: 2d8 + 21 damage plus 1d6 cold damage).
M Frenzied Slash (standard; at-will) * Cold, Weapon
The giant makes two icy greataxe attacks against a single target.
M Dying Swipe (when the giant is reduced to 0 hit points)
The giant makes an icy greataxe attack.
M Icy Whirlwind (standard; recharge 5+) * Cold, Weapon
Close burst 2; +12 vs. Reflex; 3d6 + 5 cold damage and the target is knocked prone..
r Icy Handaxe (standard; at-will) * Cold, Weapon
Range 5/10; +13 vs. AC; 1d8 + 5 cold damage.
R Twin Hurl (standard; at-will) * Cold, Weapon
The giant makes two icy handaxe attacks.
Icebound Footing
When an effect pulls, pushes, or slides the frost giant, the frost giant moves 2 squares less than the effect specifies. Also, a frost giant can make a saving throw to avoid being knocked prone.
Alignment Evil Languages Common, Giant
Skills Athletics +13
Str 20 (+8) Dex 14 (+5) Wis 17 (+6)
Con 18 (+7) Int 10 (+3) Cha 10 (+3)
Equipment: Hide armor, greataxe, 4 handaxes
Winter Wolf Pup Level 6 Skirmisher
Medium natural magical beast XP 250
Initiative +8 Senses Perception + 5; low-light vision
HP 72; Bloodied 36
AC 20; Fortitude 19, Reflex 18, Will 16
Resist 10 cold
Speed 8 (ice walk)
m Bite (standard; at-will) * Cold
+11 vs. AC; 1d6 + 4 damage plus 1d6 cold damage, or 2d6 + 4 damage plus 1d6 cold damage vs. a prone target.
Combat Advantage
If the winter wolf pup has combat advantage against the target, the target is also knocked prone on a hit.
B Freezing Breath (standard; recharge when bloodied) * Cold
Close blast 3; +9 vs. Reflex; 1d10 + 4 cold damage. Miss: half.
Alignment Evil Languages Common, Giant
Str 18 (+7) Dex 17 (+6) Wis 14 (+5)
Con 16 (+6) Int 7 (+1) Cha 9 (+2)
Example Two is a hill giant.
Hill Giant Marauder Level 6 Solo Brute
Large elemental humanoid (giant) XP 1250
Initiative +2 Senses Perception + 4
HP 352; Bloodied 176
AC 20; Fortitude 20, Reflex 16, Will 18
Saving Throws +5
Speed 8
Action Points 2
m Greatclub (standard; at-will) * Weapon
Reach 2; +11 vs. AC; 2d10 + 5 damage.
m Meaty Fist (minor; at-will)
Reach 2; +11 vs. AC; 2d6 + 5 damage.
B Club Sweep (standard; recharge 5+) * Weapon
Close burst 2; +11 vs. AC; 2d10 + 5 damage and the target is pushed 2 squares and knocked prone.
R Rock Hurl (standard; at-will)
Ranged: 8/16; +11 vs. AC; 2d6 + 5 damage.
Alignment Chaotic Evil Languages Common, Giant
Skills Athletics +13
Str 20 (+8) Dex 8 (+2) Wis 12 (+4)
Con 18 (+7) Int 7 (+1) Cha 9 (+2)
Equipment: Hide armor, greatclub, rocks
Thoughts?
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Stedd Grimwold wrote:
I've recently ran an encounter (The horned Hold Assualt in Thunderspire mountain) where the party "triggered" other encounters (a duergar escaped to warn others, who sent another duergar to warn even more)...
Not to derail the topic, but I have had the dubious honor of playing in two different D&D 4E games where we went through Thunderspire Labyrinth. In both games, we often had encounters spill over into each other due to "runners" or mobs sounding alarms. In the first campaign, we had three encounters spill into each other, and at one point the melee ranger was actually "tanking" the duegar leader in the Horned Hold while the rest of the party was overwhelmed by duergar and demons. We were looking forward to rolling up new characters when, quite surprisingly, folks kept rolling 20s on their death saves. It is for that reason alone the party survived.
I think this is a common issue in the new 4E delve format. Every encounter seems to assume that the party has had a short rest since the last encounter. However, the dungeons are so densly packed at times that it is almost assured the party will incidentally trigger a second or third encounter. This has happened in other adventures, whether published, converted or home-made.
I like the idea of a moral victory or the tides of battle turning and the characters get most of the benefits of a short rest without having to take a full five minutes. I may have to use that when I know battles will spill over.
Again, sorry to derail for a moment. Just commenting on the encounter spill-over and giving kudos for a good solution.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I am mixed about the whole thing.
The whole maxing out stats to be viable is probably my biggest concern for 4E. When the character generator suggests putting a natural 18 in your primary stat, often requiring mediocre stats elsewhere, there is something wrong (especially when that natural 18 becomes a modified 20 for an ideal class-race combo). When an 18-20 primary stat becomes nearly necessary to be effective in your party role, especially for strikers, then it becomes an issue. No one in the party likes to miss when expending an encounter or daily power. Thus that high primary stat is needed for accuracy.
Before Expertise Feats existed, +hit was a huge factor in game play. Only stats and magic could give you a constant +hit. Other +hit came from situational factors, like Leader bonuses or Combat Advantage. Now +hit can be gained in other manners, but they all require a cost of some sort.
The Expertise Feats allow for more "non-ideal" race-class combos to exist. True, it requires a sacrifice of a feat, but that is a small price to pay, especially when considering the costs of multiclassing. The downside is that the feat allows for an ideal race-class combo, who may already have a 20 in a primary stat, to get even more hit bonus.
Overall, the Expertise Feats benefit both the RPers who want to play "non-ideal" race-class combos and the power gamers who want yet another +1 to hit to go with their 20 primary stat. As it appeals to two major crowds in the player base, I guess it can't be all bad.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Reading through this massive thread has reinforced some of my personal beliefs...
1. Gamers can have intelligent, if sometimes heated, discussions on real social issues.
2. The two-party system "sucks and should be destroyed" (borrowing from Henry Rollins). Partisan politics detracts from sound decision-making by enforcing the party line. I would like to see people actually run for office on their own merits rather than appearing as a tool of a political party.
I am a registered independent. I voted for Obama mostly because, given the facts and a choice, McCain-Palin didn't appeal to me. I was probably swayed a bit by the whole "history-making first black president" appeal, and I'll admit that. I did not feel that any candidate was perfect. My choices from the other political parties weren't that appealing. I just hope Mr. O can fulfill a fraction of his promises.
I will say that the first 90 days haven't even passed in Obama's first term. I am not ready to take up a pitchfork and charge town square yet. Any "fix" that will happen will not be a "silver bullet", as he put it, and recovery will be slow in coming. The economy will recover; history gives us hope for that. I am more concerned about the fight over health care reform and education reform. Hopefully these will get as much priority as the economy and not be consumed by the growing hype and concern of the economy (even though I am pissed about taking a 5-figure loss in my retirement plan... hopefully I'll get that back too.)
I wish I had something more witty or insightful to add to the conversation, but I am not feeling that clever right now.
Oh, and while I decline to join a political party, I love the Libertarian idea of less gov't, being conservative fiscally, and being laissez faire. So consider me a supporter of your 4 to 5-man party you got going on here. Let me know when your next rally convenes.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
For me, personally, I statted up a few level one characters to see how they would look.
Deva Avenger: I am guessing that this one will be done to death, but I really do like it.
Half-Elf Bard: Multiclassing into warlock and taking a sorcerer at-will as an encounter. All sorts of blasty bits to balance his melee skills. Could be a lot of fun.
Razorclaw Shifter Druid: This becomes less of a controller and more of a striker/controller hybrid.
I will probably stat out a level one Deva Invoker to see how that goes. Since I DM and don't do a lot of RPGA stuff, it may be a while until any of these see play.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Shroomy wrote:
...Personally, I thought that the final encounter was badly designed. First, you were essentially forced to enter the encounter all bunched up, and it was hard to spread out and avoid some really nasty artillery demons because of all the difficult terrain. Second, I thought there was an excessive use of hindering terrain; I played two melee strikers and it just left me frustrated, especially when my barbarian got caught in the trap, which left him stunned and at negative hit points. Third, even though you can technically use monsters that are level+4 in 4e, IMO, you shouldn't really use higher-level soldiers (at least not that high; come one, an AC 31 versus characters with an attack bonus of +15! I loved that 25% chance of hitting). Maybe I was just cranky, but I found the whole thing to be an excercise in frustration, and walloping on the mezzodemon with whatever dailies we had left (thankfully, they had miss effects) didn't really make up for it.
Thank you for the information. I am not running my game day until tomorrow, due to scheduling conflicts. I will keep this in mind when I DM. Maybe I will give the party some extra time to spread out before I open fire.
I have also found that any monster at Level+3 or higher is a real pain for parties to deal with. Even a Solo at Level+2 is a potential TPK. I try to design my adventures with Level+-2 as a guide for monsters and try to keep solos at or near Level.
Again, thanks for the report. I will put it to good use.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
One of my favorite Dungeon adventures, perhaps the favorite, is Ex Libris (Dungeon #29, Vol. V Issue 5). I have ran it in 2E and 3.xE, so I thought I'd add it into my 4E campaign.
Like many adventures designed in previous editions, the main problem I am having is designing encounters. In the module, most of the combat is against a solo book guardian or a small group of corrupted priests or NPCs. The corrupted priests, originally huecuva, will probably be replaced with wights or phantom soldiers/priests. I don't see a problem there.
The real problem is dealing with the book guardians. These were almost exclusively solo fights. I really don't want to slog through nearly a dozen Solo (as in a 4E Solo) fights to make the adventure work. Solo fights are fine every once in a while, but multiple solo fights together make for a boring and tedious dungeon crawl. So the question remains: what would be guarding those books?
I am having some writer's block, so any ideas are welcome.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
JBSchroeds wrote:
Another part of the problem may be party composition: barbarian, warlord, cleric, warlock (me), and a rotating cast of wizard/ranger/spellsword?(whatever that magic/fighter from FR is) depending on who can make it. No one else really cares about will saves and immobilizing has been helpful only once or twice.
No steady defender at the table? Just a swordmage part of the time. Hmm, that can be problematic but not a complete disaster. Does the cleric focus on melee (STR) or ranged (CHA)? The cleric has a number of ranged attacks, and Turn Undead, that target Will. But yeah, without a rogue or another caster that targets Will your powers may not be the best selection for the group. Branching out into different pact powers may be to your benefit, particularly Infernal for damage-dealing.
I guess you should determine how you want to play your warlock and what you want your character to do, then pick powers and feats that complement that style.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
JBSchroeds wrote:
I've been playing 4E with some friends for a couple month's off and on and we're up to level 5. I've been playing a Star Pact Warlock...
From my play experience, the Star Pact Warlock can be tricky to play. It does less damage than the Infernal, but more than the Fey. It has debuffs, but they are more subtle than the Fey. Looking at the powers up to level five, the powers deal decent damage. The special effects of the powers include:
Dire Radiance: extra damage if target moves closer to you.
Dreadful Word: -X Will defense.
Dread Star: Immobilize, -2 Will defense.
Ethereal Stride: teleport 3, +2 defenses.
Frigid Darkness: target grants Combat Advantage, -X AC.
Hunger of Hadar: controller blast, sustainable.
The obvious combo is 'Dreadful Word, Action Point, Will-based attack (such as Dread Star)'. The other obvious point is that you fill a role that assists everyone in the party by making the enemy easier to hit. If your party has someone who targets Will with his/her attacks, they will love you. Otherwise, Frigid Darkness is a monster by itself.
Accuracy is always an issue. You are maxed out stat-wise and have a magical implement, so that helps. I suggest you throw caution to the wind, always move as close as possible to a target (having one to two squares between you and the target is ideal), and blast it. While Eldritch Blast does more damage, Dire Radiance can "encourage" the target to not move closer to you to attack. Your Shadow Walk will help you survive combat, as will your high CON. Try to utilize Prime Shot and your Fate of the Void power as much as possible. If available, cursing a minion and blasting it in the previous round can set up a more accurate attack. As a half-elf, be sure to take the Action Surge feat for that Action Point-fueled attack. Also take Improved Fate of the Void to increase accuracy.
I also recommend the Dragon Magazine article. It sounds like you have the feat that allows you to retain powers. Some of the powers in the article are very useful. Not having it in front of me, I can't recommend any off hand, but look for synergies between your current and your newer powers.
Finally, since you haved a maxed Con, take some Infernal pact powers. Vampiric Embrace does decent damage and can give you some temp HP, which can be handy if you are advancing in front of the defender to enable Prime Shot. If you are going to be a front-line striker, Fiendish Resilience can give you an extra boost in temp HP once per day (and may be more to your liking than Ethereal Stride). If you aren't a fan of Hunger of Hadar, Avernian Eruption is beastly: automatic ongoing 5 fire as well as a chance to do 2d10+4 fire damage in an area burst.
I hope this helps. And the next time the rogue can Sneak Attack a target that is immobilized by Dread Star or grants Combat Advantage from Frigid Darkness (never mind the penalty to AC), make sure he thanks you.
EDIT: Looking at the Dragon Magazine powers now... Crown of Stars is a very powerful attack, as is Hands of Ihbar (which also targets Will). If your Intelligence is decent, Fury of Gibbeth is a striker-controller combo.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
The Eldritch Mr. Shiny wrote:
Samuel Weiss wrote:
Jezred wrote:
What I would like to see...
Celebrity Death Match resurrected.
Rollins vs. Coulter
That would be the pay-per-view clay-mation battle of the year.
No, the real fun would be Rollins vs. Nugent as the new Crossfire.
They can settle the serious issues the way real bards do - with guitar riffs.
I could get down with that. Rollins has cited Nugent as one of his musical influences. Apparently, he and Ian MacKaye used to go see the Nuge every time he came down to DC.
There was a later album of Rollins' spoken word stuff where he loves the Nuge musically, but can't stand him politically. He reports that Nuge stated at a concert, "If you can't speak English, get out of [the US]." Rollins strongly disagrees. I equate this to my motto: love the artist for his/her art and not his/her opinions. I like Tom Hanks and Tom Cruise as actors for their acting and certainly not their viewpoints.
But I like the idea of Rollins vs. Nugent on any talk show or political show. That would be very entertaining.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
What I would like to see...
Celebrity Death Match resurrected.
Rollins vs. Coulter
That would be the pay-per-view clay-mation battle of the year.
From my observations, Rollins and Coulter are two sides of the same coin. The difference is that when Rollins is taking it to the extreme, he is doing so in a sarcastic or satirical manner. When Coulter takes it to the extreme, she believes her own hateful rhetoric. (Of course, I am biased. I own 90% of Hank's albums and books and have seen him live three times. Ann, not so much.)
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Likes:
1. Decreased Prep Time: Went from several hours to a couple of hours per session or adventure.
2. CRs Simplified: No more crazy math to figure out a CR. Two CR 1s make a 3? Four CR 1s make a 5? Forget that mess.
3. Streamlined Rules: Very nice.
4. Streamlined Monsters: Powers don't take up a full page of print, especially with outsiders.
Dislikes:
1. Magic Items: Trying to remember what everything does can be a pain. Everything is a +1 "special" item. In previous editions, having weapons or armor that had special qualities were less common (with 3.x E starting to buck the trend).
2. Damage Resistance: Tough to run an undead campaign when a dark pact warlock is involved, or a fire element themed adventure when tons of arcane powers deal fire damage. Everything is immune to poison and resistant to necrotic. Maybe resistance should be a percentage chance for immunity, but I could see how this would bog down the game.
Overall I love the new rules more than 3.xE. I have nothing against 3.xE, but I will not be running it any time soon (and if I did I would convert everything to True20).
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
matthh wrote:
This looks like a really great start! I'm about to go through this process, but have never done a 3e to 4e conversion. One thing I'm wondering about though is the 4e focus on larger skirmish battles rather than individual monsters. When I first thought about converting, I thought, hmmm, better find groups of monsters (with different roles) to fill the places of the individual 3e counterparts.
So, I was thinking of downgrading the main monsters, and then dropping in allies (monsters of similar type or random carnies of different varieties, belligerent lumberjacks, etc.) Did you consider that when doing your conversion?
I agree that extended rest presents a challenge. One option is to make the crazyness really take off the next day (rather than that night.) So, they have 1 day of fun at the fair, spend the night with Syntira, and then the crazyness emerges the next day... Agree that once the main encounters start, it will be pretty tough to squeeze one in.
For my conversion, when it comes to mobs vs. solos I took both routes.
A lot of 3.xE stuff I plan on using will not neatly fit in the 4E scheme of mob fights. I will continue to mob up some fights and elite up others to find a good balance.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Pax Veritas wrote:
MerrikCale wrote:
my question is , will there be a 3rd D&D movie?
...I heard the third edition of the d&d movie will be replaced by a 15 minute cartoon because they're trying to appeal to a new audience. Its actually an incoherent combination of little pieces of the old movies, but things have been "reconcepted", and it takes place 100 years in the future.
I think this is more for the 4th edition of the D&D movie. And you forgot to show the scene where the rogue and paladin wander through town shouting "LF3M ThunderLabs need Heals".
As long as I am posting, I will add that I saw the first D&D movie on opening day in the theater while on detail in Washington DC. After the closing credits started rolling, most of the folks in the theater gave a bewildered "Huh", which translates into both "What just happened?" and "I wonder if I can get my money back."
I stumbled upon the second movie on the SciFi Channel, and I was more impressed by this film. No, neither should be compared to Star Wars or LotR, but the second D&D movie had far more potential than the first.
If they "acutally" made a third movie, I would probably rent it out of curiousity and hope for the best.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Mikaze wrote:
If they did actually dare to take an extended rest, I'd definitely err on the side of ambushing them. Otherwise it's all over and they're left with nothing but grim, dark aftermath. Hopefully they'll realize that taking a break simply would not work though, once things go to hell.
I am definitely going to err on the side of ambush. If they can’t take the hint after a couple of attempts at an extended rest, then it will lead to the grim, dark aftermath. But I will try to be nice enough to hit them with the big “hint stick” before getting too nasty.
tadkil wrote:
I'd add in an encounter power to capture the Magic Circle Against Good Effect. Long duration protections are really against the spirit of 4.0 rules. However building something like this...
When creating the Dark Ice Brownie, I took a good look at its original powers and tried to create something to capture the flavor of the original creature and its new “role”. Since I felt that the brownie was a skirmisher I went with the Frost Aura effect, which will allow it to hit and run more effectively. I thought it to be a good translation of the Magic Circle effect.
Thank you for the feedback. When I get to my conversion notes, I will post them on my blog and post the link here. It should be a lot of fun to both play and DM.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Ratpick wrote:
A lot of the Golarion fluff seems to lend itself extremely well to a 4e conversion. We already have gnomes as having a fey origin in 4e and the diabolic empire of Cheliax seems like a perfect place for tiefling characters to originate from. Besides, both the 4e assumed setting and Golarion give Asmodeus godhood.
Other than that, there are obviously some 4eisms which won't translate as well into Golarion. You'll have to come up with a way to differentiate elves and eladrin within Golarion. Also, if you want to go by 4e core you'll probably have to find a place for dragonborn.
Other than that, I see nothing in Golarion being inherently opposed to the assumptions of 4e. Just go for it.
My memory of Golarion is a tad misty, and I don't have my book with me now, but the whole elf/eladrin deal can be traced back to the Earthfall, perhaps. Those "elves" who went back to their homeland are the Eladrin, while those "elves" who stayed became either the 4e elves living in the wilderness or the drow hiding in the depths of the earth.
The dragonborn are a little more tricky, but since the campaign world has both lizard men and kobolds, something can be hashed together for the dragonborn. The warforged could be relics from pre-Earthfall times. It's your Golarion; make it your own.
On a tangential thread, I am thinking that my 4E lycanthropes pass on lycanthopy. Diseases are easy to adjudicate in 4E, so it shouldn't be that hard to do. Just another little tweak I will need to convert.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I have finished converting the module to 4E. I made several considerations when doing the work.
1. I kept the encounters at full strength instead of toning them down. While the seelie court with provide some help along the way, the players will be forewarned that the short time frame of the adventure will prevent extended rests. Thus they will have to make due with the resources at hand.
2. I simplified many of the aspects of the module. For example, since ice mephits aren't in the MM, I replaced the one in the module with something else, a young white dragon carved out of ice. The Modern Engineering Machines have the same stats except for how they attack (area vs. one target).
3. Since there isn't much treasure placed in the module itself, I will add some at the end (probably as rewards from both the town and the seelie court) depending out the adventure outcome. I will also add quest rewards depending on the outcome as well.
If you are interested in what I have, I can post more here.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Varl wrote:
I've always wondered what makes a company replace a guy that's proven to deliver quality for the guy that doesn't when you know it will have to have an effect on the line, which hurts the entire company. Shortsightedness.
Profit Margins & Greed. (i.e. Guy A will cost less to employ than Guy B, so replace B with A.)
Replacing "trouble-makers" with "yes-men".
"Rightsizing".
Just to name a few.
|
|
|
|
|
 |
 |
 |
|
|