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    Basic 4e v2

    Wednesday, July 6, 2011, 7:28 AM

    Here is an update to my previously posted Basic 4e Rules. Let me know what you think.

     

    INTRODUCTION:

    This document has the purpose of outlining a basic version of 4e D&D.  The hope is that this system will be similar to but distictly different than standard 4e. 

    I am trying to keep it close enough that resources for standard 4e (such as magic items, adventures, and monsters) can be used with this basic version with little or no modification, in much the same way that Moldvay/Cook and Mentzer basic versions of early D&D could share resources with AD&D while being a much simpiler game.

    This basic version removes most of the tacticalness of 4e and can be played with or without a grid (even going back and forth from battle-to-battle).

     

     

     

     

     

     

     

     

     

     

     

     

    CHARACTER CLASSES:

    The new classes contained herein are the focus of this supplement.  4th edition D&D has most of its complexity in the class and power system.  By greatly simplifying these things the whole of the game can be simplified.

    My simplification results in using just three generic classes that can be flavored as players and DMs wish to create almost any type of hero.  Since each class is not restricted from choosing trained skills from a class list there is more customization that can be done through skill choice. The skills you choose can give a mechanical backing for your view of your character. For example, the fighter can be a knight, a barbarian, or a ranger.  A thief can be a burglar, an assassin, or scout. A wizard can be a master of arcane magic or a divine servant.

    These classes are not designed to be at exactly the same power level as the official classes.  For one the lack of a healer class does remove some level of power from a group using this supplement.

    This will lead to the encounter guidelines not being as mathematically precise.  Therefore (as in the early days of the game) the DM will need to use judgment in crafting appropriate encounters.

    Here are some example of how D&D classes (some classic and some relatively new) can be made by using the three core classes of Basic 4e:

    Fighter: A classical fighter can be made by using the fighter class of Basic 4e.  If you are making a noble knight-type fighter then you could use your training slots to pick up plate armor proficiency, and be trained in the diplomacy, endurance, and athletics skills.

    If you want a more of a swashbuckling swordsman or a pirate, then you could choose the rogue class and use your training slots for rapier proficiency, the rogue Unarmored Combat property, and be trained in the athletic, acrobatics, and streetwise.

    Wizard: The wizard class in Basic 4e is pretty close to the classic D&D wizard.  This class doesn’t have the at-will spell casting capabilities of the 4e wizard but is compensated for by them to use intelligence as the attack stat for missle weapons and giving them proficiency in simple weapons like the crossbow.

    Thief: The classic thief can be made by taking the rogue class and using the training slots for skills proficiencies such as thievery, stealth, acrobatics,  athletics, and perception.

    Cleric: The cleric can be made in one of two ways.  The classic cleric (i.e. heavily armor warrior with divine spellcasting) can be made choosing the fighter class and using training slots for religion training and ritual casting.

    A more modern D&D cleric can be made using the wizard (radiant damage option) and using a few training slots for leather or chain armor proficiency and a weapon proficeincy or two.

    Ranger: The ranger is could be done as a rogue with using training slots for stealth, perception, and nature skill training, and longbow proficciency.

    A melee based ranger could use the fighter class and get nature and perception skill training.

    Paladin: The paladin could be made similar to the classic cleric with possibly plate armor proficiency.

    These aree just some examples of how the three classes in Basic 4e can be used to build classic and modern D&D classes.

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    FIGHTER

    Key Abilities: Strength, Constitution, Dexterity
    Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
    Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
    Bonus to Defense: +2 Fortitude.
    Hit Points at 1st Level: 15+ Constitution Score.
    Hit Points per Level Gained: 6
    Healing Surges per Day: 9+ Constitution Modifier.
    Trained Skills: None.
    Training Slots:
    4

    Fighters have the following class features.

    Weapon Talent: The fighter gains a +1 to attack and damage to all weapon attacks.

    Battle Guardian: If an adjacent enemy shifts or attacks someone other than the fighter then the fighter can make a basic melee attack against that enemy as an immediate interrupt.  This ability does not trigger if the target of the attack is also adjacent and has the Battle Guardian ability.

    Martial Points: A fighter has a number of martial points equal to 4 + one half of his level (rounded down).

     

     

     

     

     

     

    ROGUE

    Key Abilities: Dexterity, Wisdom
    Armor Proficiencies
    : Cloth, leather.
    Weapon Proficiencies: All simple melee and simple ranged weapons, short sword, and shortbow.
    Bonus to Defense: +2 Reflex.
    Hit Points at 1st Level:
    12+ Constitution Score.
    Hit Points per Level Gained: 5
    Healing Surges per Day:
    6+ Constitution Modifier.
    Trained Skills: Stealth, Thievery.
    Training Slots: 5 

    Rogues have the following class features.

    First Strike: Rogues have combat advantage against any enemy that has not acted this encounter.

    Sneak Attack: Once per turn as a free action he can increase the damage done on a weapon attack.  The extra damage is 1d6 at 1st level and 2d6 at 11th level (this increases to 2d6 and 3d6 if the Rogue has combat advantage).

    Martial Points: A rogue has a number of martial points equal to 4 + one half of his level (rounded down).

    Unarmored Combat: A rogue can use a training slot to get a +3 to AC when wearing no armor or cloth armor.

     

     

     

     

     

     

    WIZARD

     

    Key Abilities: Intelligence, Wisdom

    Armor Proficiencies: Cloth

    Weapon Proficiencies: All simple melee and simple ranged weapons.

    Implements: Orbs, staffs, wands

    Bonus to Defense: +2 Will

    Hit Points at 1st Level: 10 + Constitution score

    Hit Points per Level Gained: 4

    Healing Surges per Day: 6 + Constitution modifier

    Trained Skills: Arcana.
    Training Slots: 4

     

    Wizards have the following class features:

     

    Ritual Caster: A wizard that is trained in either Arcana or Religion can learn and cast rituals of his level or lower.

     

    Spell Attack: As a standard action when using spell points (see below) a wizard can make a Spell Attack that has a [W] of 1d8 damage and has a range of 50ft. When the wizard is created he chooses the damage type of the Spell Attack.  The damage type choosen will determine the defense the attack targets.  The available damage types are listed below.

     

    Source/Damage Type

    Defense

    Acid

    INT vs Reflex

    Cold

    INT vs Reflex

    Fire

    INT vs Reflex

    Force

    INT vs Reflex

    Lightning

    INT vs Reflex

    Necrotic

    INT vs Fort

    Poison

    INT vs Fort

    Radiant

    INT vs Fort

    Thunder

    INT vs Fort

    Psychic

    INT vs Will

     

    Using spell points the wizard can change the damage type and defense targeted (see next section).

    Spell Points: A wizard has a number of spell points equal to 4 + one half of his level (rounded down).

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    MARTIAL AND SPELL POINTS

     

    Martial Points

    You have an amount ofmartial points (MP) as defined by your class.  These points can be used to power-up a weapon attack.  The precise manifestation of this power-up depends on the weapon you are using.

    Melee Weapons: When spending MPs to power-up a melee weapon attack you can spend 1 MP to do one of the following.

    • Increase damage to 2[W].
    • Make a close burst 1 attack at 1[W].
    • Slide the target 5 ft.

    For the cost of 2 MPs you can power-up a melee weapon attack with one of the following.

    • Increase damage to 3[W] (half damage on miss).
    • Make a close burst 1 attack at 2[W].
    • Slide target 10 ft.

    Ranged Weapons:  When spending MPs to power-up a ranged weapon attack you can spend 1 MP to do one of the following.

    • Increase damage to 2[W].
    • Make an area burst 1 attack at 1[W].
    • Slide the target 5 ft.

    For the cost of 2 PPs you can power-up a ranged weapon attack with one of the following.

    • Increase damage to 3[W] (half damage on miss).
    • Make an area burst 1 attack at 2[W].
    • Slide target 10 ft.

     

     

     

    Spell Points

    Spell points (SP) work similar to martial points, except that they must be expended to use a spell attack.

    When spending SPs to use a spell attack you can spend 1 SP to do one of the following.

    • Increase damage to 2[W] (half damage on miss).
    • Increase range to 100 ft. (can be stacked).
    • Change the damage type of the attack (can be stacked).
    • Change the defense targeted (can be stacked).
    • Make an area burst 1 attack at 1[W].
    • Make a close burst 1 attack at 1[W].
    • Make blast 3 attack at 1[W].
    • Slide the target 5 ft (can be stacked).

    For the cost of 2 SPs you can power-up a spell attack with one of the following.

    • Increase damage to 3[W] (half damage on miss).
    • Make an area burst 2 attack at 2[W] (half damage on miss).
    • Make a close burst 2 attack at 2[W] (half damage on miss).
    • Make a blast 5 attack at 2[W] (half damage on miss).
    • Slide target 10 ft (can be stacked).

    You must decide to power-up an attack uisng martial or spell points prior to making the attack.  If you get a critical hit (normally rolling a natural 20) on the attack roll then you can automatically do a 1 MP or SP power-up on the attack.  If you already declared a power-up then you can reduce the MP or SP expended by 1.

    Unless otherwise stated you cannot stack multiple power-up on a single attack. MP and SP refresh with an extended rest. OTHER RULE MODIFICATIONS:

     

    Feats: Feats are not used. Training slots are used instead.

     

    Training Slots: Each character starts with a certain number of traing slots and for every four levels (i.e. 4, 8, etc.) gains another slot. These slots can be used for the following:

    1)      become trained skill of their choice,

    2)      an increase in the trained bonus from +5 to +8 for any skill already trained,

    3)      proficiency in one weapon,

    4)      proficiency in one armor type (see below), or

    5)       A non-wizard that is trained in Arcana or Religion can become a ritual caster.

     

    Armor Proficiency: Armor proficeincy has the following prerequisites:

    1)      Leather – none

    2)      Hide – leather prof and 12 STR or CON

    3)      Chainmail – leather or hide prof, and 13 STR or CON

    4)      Scale mail- chainmail prof and 14 STR or CON

    5)      Plate mail – scale prof and 15 STR or CON

     

    Attribute increases: Attributes are not increased as levels are gained.

     

    Basic attack bonus (BAB):  All characters have a basic attack bonus equal to their level.  This replaces the half level and enhancement bonuses characters normally get in the game. As well as replacing the added bonuses gained through increased attributes and feats.

     

    Basic attacks: If the character is using a light blade then he can use his dexterity instead of strength for melee basic attacks, and intelligence can be used instead of dexterity for making basic ranged attacks.

     

    Also, you add your level to the damage of a basic attack.

     

    Armor:  Your dexterity or intelligence modifier can be used to increase armor class and reflex defense with almost any type of armor.  However, each armor type (except cloth and leather) has a maximum modifier that can be used.  The maximum modifier is equal to the armor bonus minus 8.

     

    The armor check penalty for each armor type is the armor bonus minus 2 (expressed as a negative modifier).

     

    Defense bonus: In place of the half level bonus and enhancement bonus to defenses, as well as other bonuses (such as through masterwork armor and feats) each character also gains a bonus to all defenses equal to their character level.

     

    Magic Items: The plus of a magic item only adds to the damage caused and not the attack roll (the BAB already accounts for enchancement bonuses).

     

    Adjustments to Races: To make the races fit with these rules make the following adjustments.

    • Humans – use the Heroic Effort racial ability, and instead of an extra trained skill and an extra feat they get one extra trainng slot.

     

    Multi-Classing: To muti-class you simply start with one of the classes and use your training slots to gain the elements of the other class.

     

    4.1 (2 Ratings)
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    Basic 4e D&D

    Friday, February 18, 2011, 11:19 AM

    INTRODUCTION:

    This blog post has the purpose of outlining a basic version of 4e D&D.  The hope is that this system will be similer to but distictly different than standard 4e. 

    I am trying to keep it close enough that resources for standard 4e (such as magic items, adventures, and monsters) can be used with this basic version with little or no modification, in much the same way that Moldvay/Cook and Mentzer basic versions of early D&D could share resources with AD&D while being a much simpiler game.

    This basic version removes most of the tacticalness of 4e and can be played with or without a grid (even going back and forth from battle-to-battle).

     

    CHARACTER CLASSES:

    The new classes contained herein are the focus of this supplement.  4th edition D&D has most of its complexity in the class and power system.  By greatly simplifying these things the whole of the game can be simplified.

    My simplification results in using just three generic classes that can be flavored as players and DMs wish to create almost any type of hero you wish.  Since each class is not restricted from choosing trained skills from a class list there is more customization that can be done through skill choice. The skills you choose can give a mechanical backing for your view of your character. For example, the fighter can be a knight, a barbarian, or a ranger.  A thief can be a burglar, an assassin, or scout. A wizard can be a master of arcane magic or a divine servant.

    These classes are not designed to be at exactly the same power level as the official classes.  For one the lack of a healer class does remove some level of power from a group using this supplement.

    This will lead to the encounter guidelines not being as mathematically precise.  Therefore (as in the early days of the game) the DM will need to use judgment in crafting appropriate encounters.

     

    FIGHTER

    Key Abilities: Strength, Constitution, Dexterity
    Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
    Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
    Bonus to Defense: +2 Fortitude.
    Hit Points at 1st Level: 15+ Constitution Score.
    Hit Points per Level Gained: 6
    Healing Surges per Day: 9+ Constitution Modifier.
    Trained Skills: None.
    Training Slots:
    4

    Fighters have the following class features.

    Weapon Talent: The fighter gains a +1 to attack and damage to each weapon attack.

    Power Attack: Once per encounter the fighter can increase the damage done on a weapon attack by declaring a Power Attack before the attack is made.  On a Power Attack damage is increased by 1[W].

    The fighter gains additional uses of this power at levels 3, 7, and 11.

    Devastating Attack: Once per day the fighter can increase the damage done on a weapon attack by declaring a Devastating Attack before the attack is made.  On a Devastating Attack damage is increased by 2[W]. If this attack misses then the power is not expended.

    The fighter gains additional uses of this power at levels 5, 9, and 13.

    Power Attack and Devastating Attack can only be used once per round and never in the same round.

     

    ROGUE

    Key Abilities: Dexterity, Wisdom
    Armor Proficiencies
    : Cloth, leather.
    Weapon Proficiencies: All simple melee and simple ranged weapons, short sword, and shortbow.
    Bonus to Defense: +2 Reflex.
    Hit Points at 1st Level:
    12+ Constitution Score.
    Hit Points per Level Gained: 5
    Healing Surges per Day:
    6+ Constitution Modifier.
    Trained Skills: Stealth, Thievery.
    Training Slots: 5 

    Rogues have the following class features.

    Rogues have combat advantage against any enemy that is adjacent to one of the rogue’s allies or has not acted this encounter.

    Sneak Attack: Once per encounter when the rogue has combat advantage he can increase the damage done on a weapon attack by declaring a Sneak Attack before the attack is made.  On a Sneak Attack damage is increased by 2d6.

    The rogue gains additional uses of this power per encounter at levels 3, 7, and 11.

    Backstab: Once per day when the rogue has combat advantage he can increase the damage done on a weapon attack by declaring a Backstab before the attack is made.  On a Backstab damage is increased by 4d6. If this attack misses then the power is not expended.

    The rogue gains additional uses of this power per day at levels 5, 9, and 13.

    A rogue must use a light blade, crossbow, hand crossbow, shortbow, or sling to use either Sneak Attack or Backstab.

    Sneak Attack and Backstab can only be used once per round and never in the same round.

     

    WIZARD 

    Key Abilities: Intelligence, Wisdom

    Armor Proficiencies: Cloth

    Weapon Proficiencies: All simple melee and simple ranged weapons.

    Implements: Orbs, staffs, wands

    Bonus to Defense: +2 Will

    Hit Points at 1st Level: 10 + Constitution score

    Hit Points per Level Gained: 4

    Healing Surges per Day: 6 + Constitution modifier

    Trained Skills: Arcana.
    Training Slots: 4

     

    Wizards have access to three types of spells: Cantrips, Evocations, and Rituals.

    The wizard knows the three cantrips from the Player’s Handbook.  Or alternately, the wizard can choose three of the cantrips listed in the game’s other books.

    The wizard can also cast evocations. These spells are the battle magic of the wizard. 

    A wizard must choose which sources his evocations draw from.  The source determines the damage type and the defense the attack targets.  A wizard can choose two of the following sources.

    Source/Damage Type

    Defense

    Acid

    Reflex

    Cold

    Reflex

    Fire

    Reflex

    Force

    Reflex

    Lightning

    Reflex

    Necrotic

    Fort

    Poison

    Fort

    Psychic

    Will

    Radiant

    Will

    Thunder

    Fort

     

    Using either source the wizard can cast a minor evocation or major evocation once per round.

    As a standard action a minor evocation can be cast once per encounter.  A minor evocation can take one of four forms. Intelligence is used as the attack stat for all evocations.

    Bolt: This form targets a single creature within 100’ and does 2d8 + Int modifier damage.

    Blast: This form targets all creatures in a 25’ cone and does 2d6 + Int modifier damage.

    Close Burst: This form targets all creatures in a 10’ radius from the caster and does 2d6 + Int modifier damage.

    Ranged Burst: This form targets all creatures in a 10’ radius from a point within 50’ of the caster and does 2d6 + Int modifier damage.

    The wizard gains additional uses per encounter of minor evocations at levels 3, 7, and 11.

    Major evocations work the same as minor evocations except they are only usable once per day, the damage is increased by 1 die (i.e. 3d8 or 3d6), and does half damage on a miss.

    The wizard gains additional uses per day of major evocations at levels 5, 9, and 13.

    The last type of spell that wizards can use is ritualsRituals are detailed in the ritual chapter of the Player’s Handbook.

     

    OTHER RULE MODIFICATIONS:

    Actions: Each round a character can use a standard action and a move action.  Minor actions are not used.  If something calls for a minor action then it can either be used as a free action or a move action (DM’s choice).

    Feats: Feats are not used. Training slots are used instead.

    Training Slots: Each character starts with a certain number of traing slots and for every four levels (i.e. 4, 8, etc.) gains another slot. These slots can be used for the following:

    1)      become trained skill of their choice,

    2)      an increase in the trained bonus from +5 to +8 for any skill already trained,

    3)      proficiency in one weapon,

    4)      proficiency in one armor type (see below),

    5)       a wizard can choose to learn an additional cantrip, or

    6)      A non-wizard that is trained in Arcana or religion can become a ritual caster.

     

    Armor Proficiency: Armor proficeincy has the following prerequisites:

    1)      Leather – none

    2)      Hide – leather prof and 12 STR or CON

    3)      Chainmail – leather or hide prof, and 13 STR or CON

    4)      Scale mail- chainmail prof and 14 STR or CON

    5)      Plate mail – scale prof and 15 STR or CON

     

    Attribute increases: Attributes are not increased as levels are gained.

    Basic attack bonus (BAB):  All characters have a basic attack bonus equal to their level.  This replaces the half level and enhancement bonuses characters normally get in the game. As well as replacing the added bonuses gained through increased attributes and feats.

    Basic attacks: If the character is using a light blade then he can use his dexterity instead of strength for melee basic attacks, and intelligence can be used instead of dexterity for making basic ranged attacks.

    Armor:  Your dexterity or intelligence modifier can be used to increase armor class and reflex defense with almost any type of armor.  However, each armor type (except cloth and leather) has a maximum modifier that can be used.  The maximum modifier is equal to the armor bonus minus 8.

    The armor check penalty for each armor type is the armor bonus minus 2 (expressed as a negative modifier).

    Defense bonus: In place of the half level bonus and enhancement bonus to defenses, as well as other bonuses (such as through masterwork armor and feats) each character also gains a bonus to all defenses equal to their character level.

    Magic Items: The plus of a magic item only adds to the damage caused and not the attack roll (the BAB already accounts for enchancement bonuses).

    Adjustments to Races: To make the races fit with these rules make the following adjustments.

    • Humans – use the Heroic Effort racial ability, and instead of an extra training skill and an extra feat they get one extra traing slots.
    • Dwarves – the Dwarven Resilience racial power lets a dwarf use a second wind as a free action.

    Multi-Classing: To muti-class you simply start with one of the classes and use your training slots to gain the elements of the other class.

    Stat Bonuses: Each character gets one stat bonus of +2 for their race as follows:

    1)      Human – any

    2)      Elf – Wis

    3)      Dwarf – Con

    4)      Halfling – Dex

    5)      Half-Orc – Str

    6)      Eladrin (High Elf) – Int

    7)      Half-Elf – Cha

    In addition each non-human character get a +2 stat bonus to obe of his class’s key stats (it cannot be the same stat as the racial bonus).

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