D&D 4e

Aarakocra Player Race

Posted in D&D 4e, Rules Ideas on August 25th, 2010 by TookyG – 2 Comments

I was fairly disappointed that the Aarakocra didn’t get a player race write-up for the new edition of Dark Sun so I went ahead and started making my own. Below is my 100% not play tested idea. Explanations of why I picked certain traits included.
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Thoughts on Dehydration and Starvation

Posted in Call of Cthulhu, D&D 2e, D&D 3e, D&D 4e, HackMaster, OD&D, Rules Ideas, The Morrow Project on May 22nd, 2010 by DeadGod – 1 Comment

I did a precursory scan (read: “I googled it”) and did not find any gritty, simulationist rules of dehydration or starvation.  I’m looking for something that is not too complicated to keep track of on the side, but realistic enough to motivate the players to pay attention.

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Game Mechanics for Personality (for any edition of D&D)

Posted in D&D 2e, D&D 3e, D&D 4e, General, HackMaster, OD&D, Rules Ideas on March 16th, 2010 by DeadGod – 2 Comments

This is a set of mechanics to represent personality and its change over time in terms of some abstract game mechanics.  As it is presented it will function with all editions of D&D, but could easily be modified to fit just about any RPG system.  This system is not meant to replace role playing.  The idea is to provide a context to define a character’s personality to other players, as well as a way to have a character’s personality have some effect on other mechanical elements in a game.  This system is largely inspired by the traits and passions from the Pendragon system. read more »

Modern Weapons for 4ed

Posted in D&D 4e, Rules Ideas, Systems on November 30th, 2009 by DeadGod – 2 Comments

I have seen some attempts at firearms for 4ed (and some good ones, at that,) but they all tend to focus on the black powder variety.  That is just fine for running games about pirates, steam-punk, or other period pieces.  What if you want to represent modern technology?  Here is the goal of this rules attempt:
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Rules for NPC Contacts (for any D&D edition)

Posted in D&D 4e, Rules Ideas on September 2nd, 2009 by DeadGod – 1 Comment

No character is an island.  No hero can be everywhere at once.  No GM can infinitely supply quaint plot contrivances to lead players towards the adventure material planned for each session.  OK, so maybe that last bit isn’t entirely true.  In any event, here is a mechanical contrivance to supplement your plot contrivances.

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Gnomes are Tinkers: Redux

Posted in D&D 4e, General, Rules Ideas, Systems on August 25th, 2009 by TookyG – 4 Comments

After a several month hiatus I’m back to thinking about crafting in 4e. My idea of crafting in 4e actually spawned from a desire to have some amusing–and unreliable–Tinker Gnome items, called Gadgets. Gadgets are widely varied so I realized that I would have to devise a way to allow as much creativity as possible. In thinking about such a system I came to the conclusion that I may as well just design an entire crafting system. I worked slowly (five posts across six weeks), not really getting anywhere with it. When it came down to it, I just didn’t have the drive to inject a full-fledged crafting system into 4e. Perhaps in the future I’ll get the drive to do it–but I didn’t have it then, and I don’t have it now. So it’s back to a focused tinkering system.
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It’s Dark Sun! (And a Ravenloft Board Game!)

Posted in D&D 4e, General on August 14th, 2009 by TookyG – Be the first to comment

Dark Sun has been announced as the D&D 4e campaign setting for 2010. I’m sure you already knew that though given the speed of the internet and all.

Plus, a Ravenloft Board Game!

Updates as we have them.

4eK: Some Character Examples

Posted in D&D 4e, Rules Ideas on July 20th, 2009 by DeadGod – 2 Comments
Eldar
-Feature: Fleet to Foot – Speed 8
*** Harlequins – Melee Striker
-Feature:  Furious Assault – Gain +2 to attack and +2 to damage when charging in to combat.
-Feature:  Hit and Run – Gain +4 Reflex against OA.
-Armor: Holo-suit – Save +3, ignores penetration.
-Wounds:
*** Rangers – Ranged Striker
-Feature:  Stealth – Cover provides an additional +2 armor save bonus.
-Feature:  Infiltrate – May start scenario anywhere on the board that is at least 18″ from an objective.
-Feature:  Piercing Rifles – When firing rifles, always roll against wound threshold 9.
-Armor:  Chameleoline – Save +5
-Wounds: 4, Threshold: 12
-Defense: F/R/W 15/18/13
Long Rifle with Focused Scope
-Ranged Attack:  Shuriken Long Rifle – Rng 36, Att +7, Pen 5, Heavy, Hit: Dmg 2d8+4
-Melee Attack:  Shuriken Pistol – Att +4, Pen 5, Hit: Dmg 1d6+1
-At-Will:  Careful Attack – Att +9, Pen 5, Heavy, Hit: Dmg 2d8
-Daily:  Dread Strike – Rng 36, Att +7, Pen 5, Heavy, Hit: Dmg 3d8+4 and target is immobilized 1 turn
Long Rifle with Flachette Rounds
-Ranged Attack:  Shuriken Long Rifle – Rng 36, Att +7, Pen 5, Heavy, Hit: Dmg 2d8+4
-Melee Attack:  Shuriken Pistol – Att +4, Pen 5, Hit: Dmg 1d6+1
-At-Will:  Flachette Spread – Rng 36, Att +7, Pen 5, Heavy, Hit: Dmg 2d8, roll twice and take the highest
-Daily: Clost-Combat Shot – Reaction: Enemy comes within melee range of you, Att +7, Pen 5, Hit: 3d8+4 Dmg
*** Farseer – Elite Ranged Leader
-Feature:  Fortune – Once per turn you may nominate a squad within 6″ of you.  When that squad makes armor saves, they may roll twice and keep the best result.
-Armor:  Rune Armor – Save +9, ignores penetration.
-Wounds: 6, Threshold 10
-Defense: F/R/W 13/16/19
Eldritch Master
-Ranged Attack:  Shuriken Pistol – Rng 12, Att +4, Pen 5, Hit: Dmg 1d6+1
-Melee Attack: Witchblade – Att +3, Ignores Armor Saves, Hit:  Dmg 1d8+1
-At-Will: Psychic Scream – Rng 12, Att +7 vs Will, Hit: Dmg 1d6+5, -2 to attacks next round.
-Daily: Eldritch Storm – Rng 18, Burst 5, Att +7 vs Fort, Hit: 1d8+4 Dmg, immobilized
Doombringer
-Ranged Attack:  Shuriken Pistol – Rng 12, Att +4, Pen 5, Hit: Dmg 1d6+1
-Melee Attack: Witchblade – Att +3, Ignores Armor Saves, Hit:  Dmg 1d8+1
-At-Will: Guide – Minor: You or an ally you can see may re-roll a missed attack roll on their turn.
-Daily:  Doom – Rng 18, Minor: Until end of combat, target is -2 defenses and takes +1d8 dmg from all attacks.
*** Wraithlord – Elite Brute
*** Utility Gear
Medkit – Remove one wound or restore a fallen squad mate.
Plasma Grenade – Range 10, Burst 2, Attack +3 vs Reflex, Pen 2, Hit: 1d10+4 Dmg

See my other posts about modding D&D 4ed with 40K here, here, and here.  Over the weekend I had a couple hours to start fleshing out stats.  None of the following has been play tested, but it uses the DMG’s rules for constructing NPCs so it should, in theory, be table-ready.

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4eK: Some Rules Changes

Posted in D&D 4e on July 15th, 2009 by DeadGod – 1 Comment

See my previous posts about mixing D&D 4ed and 40K here and here.  I am in the process of doing a first pass at some of the guts of character creation.  None of it is in a state I can show off here.  Instead, I thought I would talk a little bit more in detail about some of the rules changes and other implications of turning 4ed into a squad based game with lots of shooting.  The following contains lots of tactical data in a draft form, so I apologise if it is a bit thick and difficult to read.

4eK Character Creation

Posted in D&D 4e, General on July 14th, 2009 by DeadGod – 3 Comments

See my previous post about mixing 4ed and 40K here.  One of my stated goals for this game was to have a quick and highly simplified version of character creation.  I want there to be a handful of choices from short lists that both allow customization of characters as well as being immediately accessible to people who have never played 4ed and/or 40K.  I attempt to accomplish this in a couple ways: