Wednesday, November 2, 2011

Hacking Down 4E

Dungeons and Dragons 4th Edition is a complex turn-based strategic combat miniatures game with RPG elements. My players seem to enjoy turn-based strategic combat miniatures games, but the "complex" part is getting in the way of the fun. So, I am working on hacking the system down to size in a way that captures the essence of the various systems and tradeoffs in 4E without going into quite as much detail (and thus, necessarily, losing some granularity in the process).

Statistics
Since raw statistic numbers are rarely relevant, while modifiers are used much more often, I'm choosing to just use the modifiers. On character creation, apply the numbers 3, 2, 1, 1, 0, 0 to the six stats. Nonhuman races add 1 to two specific stats; humans add 1 to any one stat.

Hit Points
Controllers start with 4, leaders and strikers with 5, defenders with 6. Number of surges is calculated as written. Each surge heals 1 hit point.

Weapons
Simplifying tactical options for weapon choice, with access to each option restricted by class proficiencies:
  • One handed weapon: +2 to hit, 1 damage
  • Two handed weapon: +2 to hit, 2 damage
  • Weapon and shield: +2 to hit, 1 damage, +2 to AC and Reflex
  • Two weapons: +3 to hit, 1 damage
  • Long weapon: +2 to hit, 1 damage, 2 square reach
  • Thrown weapon: +2 to hit, 1 damage, range 5, may also be used as melee weapon
  • One handed ranged weapon: +2 to hit, 1 damage, range 10
  • Two handed ranged weapon: +2 to hit, 1 damage, range 20
Powers
I'm currently working on powers for the various races and classes that balance having interesting effects against not having to keep track of a lot of ongoing bonuses and penalties.  Since I'm having to make up a lot of it myself, I'm obviously not going to have the massive powers lists that the 4E classes have - probably two at-wills, an encounter, and a daily per class.  Instead of granting additional powers, I'll probably grant additional uses of the existing powers and/or increase their damage and effects.  This may vary by class - it would be nice to get some of the feel of the old-school spellcaster back by giving them more options than the fighty types.

Status Effects
There are too darn many, and I hate having to find the one page that lists their various effects in the Player's Guide.  Either I will transfer these final effects into the text of powers that deal them ("slowed" becomes "moves 2 squares per turn" and the like) or just replace them with something that makes sense to me.

Obviously this is a work in progress.  If anyone happens across this and can point me to someone working along the same lines, I'd be happy to pick up something complete instead of grinding this out myself.

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