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I was just wondering in the first instance if there are any signs of a 4E Ptolus coming up or some decent conversions around the web. And the second query was over firearms and 4E. I may have missed it but has anyone come up with Firearms for the system? Obviously the firearms are part of the Ptolus setting but the Forgotten Realms brought in firearms in the second edition and by DR1370 or so it was supposed to be available in reasonable quantities across the realms (according to Forgotten Realms Adventures-2nd Ed suppliment book).
Good day to all, My question is this, I am looking at the possbilities for a futuristic 4E, does anyone know of one that's already been done? I was a big fan of Dragonstar and was considering just converting that setting to 4E but if something goods already been done I was hoping to avoid the extra work! I have got Star Wars Saga edition which is a great version of Star Wars but not D&D Futuristic. Many thanks.
ProsSteve wrote:
I'm suprised at the lack of responses to my thread, have so few people played the Pendragon System that none are reading this Messageboard? For those out there that havn't played Pendragon, I'd seriously recommend it. It's a huge game really that if played properly includes illicit affairs, devious lustful women, many generations of families and the ultimate King Arthur experience. Get hold of Version 3 main book for the better character generation and background details but version 4 is very good and for GM's the Campaign book is the most awesome book ever produced. It goes through the entire events from the early start of Arthurs father Uther Pendragon through Arthurs rise( loads of battles against the Saxons) and fall and a few years after.The players in my previous campaign stated that the Women in the Stories were the most lethal influence in any campaign. Many knight did the most dangerous, rediculous and otherwise hard tasks to woo the women who generally played with the knight like a cat with a mouse. Strength of arm is not enough!!! I'd like to hear peoples experiences of the Pendragon game?
Has anybody still got any info on BOOT HILL. I am trying to find PDF's for the old game and struggling.
Help me Obi-Wan Kenobi, Your my only hope....!!!
What adventures have people come up with so far especially adventure storylines, npc etc?
Hi people, Just curious as to whether other people have been using the Nentir Valley as a backdrop and how much expantion work that they have done. I decided with this campaign to build my own setting using the Nentir Valley and the fallen empire of Nerath as the central location. Also has anyone found anything to do with the fallen nation of Bael Turath mentioned in the Warlord from KOTS pregenerated characters? I've set the Nerath Empire as fallen to three smaller empires. One destinctly dark and evil, one a struggling old world empire hanging onto chivalry and a third turned into an empire run by commerce.
So far one of the major complaints that has been following 4th ed is the limited at wills. This is especially prevalent when most of the PC's play humans and if are of the same class they only have 4 choices to choose 3 from.
This has been covered in part by various different threads but I've been looking through the Keep on the Shadowfell, Thunderspire Labrynth and Pyramid of Shadows. All three are distinctly lacking in NPC interaction and depth. Keep of the Shadowfell offers some interaction around Winterhaven but on the main there are no actual challenges which is disturbing. I am planning on reading through all three, breaking them down and making them more involved and having some NPC skill challenges to add depth to the PC's. I was wondering what are other DM's doing with these modules as a matter of curiosity and indeed what other skill challeges are being employed by cunning DM's of 4E?
Hi guys, got a technical question. The Power states 'You gain regeneration 2 + your Con when you are bloodied' Now does that mean:-
It appears to me as a daily it would be only so useful if it works till the regeneration exceeds the blooded status and stops. Cheers for any clarification.
Hi Need a little help with RESIST element of critter etc. The Wraith has RESIST Nectotic 10 and Insubstantial 10. Which I understand means any Necrotic Attack or Insustantial Attack is less effective which makes little sense to me as I'd thought it'd be more effective( Ghost Touch and Necromancy spells). Can people clarify for me, am I reading it wrong?
This was mentioned to me on a thread I'd posted about Wizard Specialists being missing in 4E. I've checked it out and found that the chap who's creating this has done a fantastic job. He's included the races & class's that were 'missed' out of the PHB. Monks, Barbarian,Bard, Druid, Specialist Wizards, Sorcerers. New feats, skill specialisations, background skills and much, much more. I am very impressed with the guys work. http://www.scribd.com/doc/3703481/4E-Classes-and-Races
Ok, this may have come up before but why doesn't the mage get the option to memorize different Encounter Powers between encounter. Basically having the same option as the Daily Power but count this towards his encounter power.
but can only memorize two of them at the start of the day( Burning Hands and Colour Spray for example).
Do people think this is a viable option? I've heard it suggested before but its suggested that it'd make the mage two powerful but it's not like he's getting to use an extra Encounter Power as he still has the same number per encounter. Let me know what you think the Pro's and Con's are?
The biggest Gripe about Wizards in general that I've seen is the lack of the individual schools. Obviously in 1st Edition there were only two types of Wizard, A Standard Mage and an Illusionist. In 2nd Edition the options were expanded to Specialist Mages which remained throughout 3rd Edition until now.
Has there been any news on 4E dragonlance. Considering the terrible job done with the most recent release of Dragonlance. Flimsy background (takhisis moved the world or some stupid story), attempts to shake up the world. 4E would be the natural option, with Eladrin representing the main Elves (innately magical, aloof etc) and 4E Elves representing the Kaginesti. The Draconians were becoming able to breed come the later stories and the dragonmen could be 'new' draconians who were brought up by a solamnic knight, with their beliefs. I struggle to imagine Tielfings in the world though.
Hi all,Now I know this is probably covered on WOTC board and I've burrowed through it but not really found good definitive advice about it( prerequisites etc).
I want a Cleric with a Ranger bit involved( some ranger powers etc), a fighter\cleric( again some cleric powers. The main issue I see is the basic options for At-Will powers are only 4 and the human character gets 3 At-Wills so the characters do end up pretty same if they of the same class. Can anybody help?
To be fair this isn't an attack on 4E adventures necessarily so please don't get hung up on that idea. Its more to do with poor quality adventures put out since the late 2nd edition period and equaly in the 3rd edition period and now finally into the 4E. From what I understand the first few adventures put out for 4E were really a hack fest. Has anyone else found the same so far. I find this unfortunate because I still have a few 'Old' adventures from back in the AD&D era( not even 2nd Ed!!) that were far superior to the later ones. One in particular is UNDER ILLEFARN, which gets the PCs involved as militiamen and continues on introducing them to local people( npc's) then finally getting involved and fighting a militia war in the underground dwarf home near ILLFARN between a Dwarf faction, An Orc faction and a Necromancer\skeleton\human faction. It's a brilliant and confusingly 3 dimentional dungeon with members of these faction there to bump into and either join or fight against. What've other people found so far?
To start with I am rather more impressed with by 4E than I was when I initially started reading the books. I started with 'Good God...WHAT HAPPENED' attitude. But as I have read there are some very good mechanics and suggestions for using both still and the new powers allowed to the different class's. The one thing that I feel is sadly lacking is Rituals. They have potential but there are so few of them. Does anyone know if there are more that have been produced since the 4E books came out, either fan ones or other sites?
Don't misunderstand me please I'm not talking about 'real world' Evil but in a game sense Evil like summoning Demons or casting Harm spells. One of the characters in the campaign is a Duskblade and one of his spells 'Blade of Blood' causes the weapon to run with blood constantly. The spell grants certain damage bonus's because of the the nature of it. It's a Baleful( I think, could be Baneful though)damage spell with a Necromancy school. My character is a fighter( a brash good guy as it were) and when he described what his blade looked like running with blood I eventually decided I wouldn't be happy travelling with a person carrying a 'bleeding' weapon and told him so.
What do people think?
Generally I don't understand why the system hasn't gone more Warlock on things and granted a the following:- Detect Magic, Read Magic, Minor Missile(see below) minor Missile(magic missle but roll to hit touch attack only does 1D4, 5th level 1D6, 10th 1D8,15th 1D10, 1D12 at 20th with a damage bonus of INT bonus or something). At 4th level the mage should be able to cast Cantrips as a quickened action 1/day. At 8th level the mage should be able to cast 1st level spells as a quickened action 1/day and cantrips quickened continually At 12th level the mage should be able to cast 2nd level spells as a quickened action 1/day , 1st level should be quickened continually and no maximum use for cantrips. At 16th level the mage should be able to cast 3rd level spells as a quickened action 1/day and so on...... My view of high level mage is Cantrips are so simple to him they are just a minor thought and a flick of the finger, very high level should be able to do 2nd level spell as a simple task( Quickened). There should even be a lot more cantrips and low level spells-simple\ useful ones like produce flame, minor illusions, not combative. What does do people think.
I can't believe no-one else on this forum\messageboard has got an opinion on this issue. Fighters in fantasy come in huge varieties but every D&D one looks the same, Plate mail with either sword and shield or greatsword.
Hi to all,
Personally I'd come up with some new 'Fighter' feats to give him something new. E'g DRAW & THROW. Prerequisites-Quickdraw. This feat allows a fighter with a Free Hand to draw & throw a weapon as part of a move. Note the thrown weapon must not require two hands to do so and the fighter must have a hand free. DRAW & THROW MASTERY. Prerequisites-DRAW & THROW. This feat allows the fighter to draw and throw as part of a charge. He must have to charge at least 30 ft to use this feat. TACTICAL CHARGE. A fighter with this feat can charge without going in a completely straight line. they can deviate by 45 degrees during the charge but must charge the last 10ft in a straight line. EXPERIENCED WARRIOR. Once per encounter the fighter can do a COUP DE GRAS on an enemy with lower HD than him. WEAPON MASTERY: Prerequisites- Weapon specialisation. Once per encounter on a critical hit the PC can choose to sever a limb of an enemy. The limb removed is random and the target gets a FORT save of 10 plus the BAB of the attacker, to prevent the injury. D20; 1 Foot,2-7 lower leg,8-10 leg at thigh,11-15 lower arm, 16-18 Arm at shoulder, 19-20 Hand. There are a few things 4th ed has opened up to make fighter more interesting in combat( although ridiculously complicated)which has inspired me a little. Fighters should be able to do 'special' combat techniques and not just slug it out with enemies. The Feats I've put here are just possibilities but I daresay there could be more fun items to create. Let me know what people think.
Hi all,
The one issue which I can see is that of the characters starting skills.
Previously with Rogues needing to cover up to 12 skills(spot, listen, Hide, move silently, Search, Open Locks, Disable Device, Gather info plus possibly Climb, Swim, tumble and Jump) he needed these skill points. As there is only Six skills (Stealth, Perception, Disable Device, Diplomacy, Climb, Swim ) he shouldn't need the 8 Skill points anymore and should be down to 6. As I have seen in many games any character who is going to Fighter turned Rogue is inhibited as follows:-
What do people think? Please mail me at prossersteve@hotmail.com or just follow my thread. |