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4 years ago ::
Jun 17, 2009 - 12:40PM
#2161
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Date Joined:
Jun 17, 2009
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my players want to BUY a tavern, I have no idea how much it should cost, or what kind of income they should make. please help me.
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4 years ago ::
Jun 17, 2009 - 3:19PM
#2162
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Date Joined:
Mar 27, 2004
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With the current Parcel System, they can't afford it.
Terms you should know... Spoiler:
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Kit Build - A class build that is self sustaining and has mechanical differences than the normal scale. Started in Essentials. Most are call their own terms, though the Base Class should be said in front of their own terms (Like Assassin/Executioner)
Power Points - A mechanic that was wedged into the PHB3 classes (with the exception of the Monk) from the previous editions. This time, they are used to augment At Wills to be Encounters, thus eliminating the need to choose powers past 4th level. Mage Builds - Kit builds that are schools of magic for the Wizard. A call back to the previous editions powering up of the wizard. (Wizard/Necromancer, for example) Unlike the previous kit builds, Wizards simply lose their Scribe Rituals feature and most likely still can choose powers from any build, unlike the Kit Builds.
Parcel System - A treasure distribution method that keeps adventurers poor while forcing/advising the DM to get wish lists from players. The version 2.0 rolls for treasure instead of making a list, and is incomplete because of the lack of clarity about magic item rarity.
ha ha
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They will Essentialize the Essentials classes, otherwise known as Essentials2.
The new sub-sub-classes will be:
* Magician. A subsubclass of Mage, the magician has two implements, wand and hat, one familiar (rabbit) and series of basic tricks. * Crook. A subsubclass of Thief, the Crook can only use a shiv, which allows him to use his only power... Shank. * Angry Vicar, a subsubclass of warpriest, the angry vicar has two attacks -- Shame and Lecture. * Hitter. A subsubclass of Slayer, the Hitter hits things. * Gatherer. A subsubclass of Hunter, it doesn't actually do anything, but pick up the stuff other players might leave behind.
Future Essentials2 classes include the Security Guard (Sentinel2), the Hexknife (Hexblade2), the Webelos (Scout2), the Gallant (Cavalier2) and the Goofus (Knight2).
These will all be detailed in the box set called Heroes of the Futile Marketing.
(Though what they should really release tomorrow is the Essentialized version of the Witchalok!)
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4 years ago ::
Jun 17, 2009 - 5:32PM
#2163
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my players want to BUY a tavern, I have no idea how much it should cost, or what kind of income they should make. please help me. Well, here's the short version:
Do they want to be innkeepers, or adventurers?
Most taverns owners don't get rich, ESPECIALLY if they have to pay someone to run the tavern because they're off adventuring instead of working the bar.
That being said, I have nothing against letting 'em buy a bar and collect cash from it. Assuming they're buying a bar in the prime material and they're less than level 10, and that you're not running a *fast-paced* campaign, my initial suggestion is to have it cost 400GP and give them 4GP/wk from it, free and clear, after paying for supplies and employees and rent and all the rest. All they have to do is show up once in a while and collect the profit. They'll recoup the initial investment in about two game years, and, in the mean time, they'll have a place they can call home, where they can't be kicked out of, and that is *begging* to be used for as many plot hooks as you feel like hammering into them. If they complain, point out that they're adventurers *because it pays better than being an inkeeper*.
And, frankly, the money is *nothing*. It's zero. It's garbage money, there solely to give them at an attachment to the place, and yet you'd be shocked at how many PCs will move heaven and earth to recover the 80GP that was stolen from then when they were gone for almost 6 months.
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4 years ago ::
Jun 17, 2009 - 6:17PM
#2164
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Date Joined:
May 28, 2009
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When you lvel up, you are allowed to retrain in a skill, correct? My question is, what do you need to give up in order to retrain a skill. i.e. is it a feat? or is it just a free re-training?
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4 years ago ::
Jun 17, 2009 - 6:34PM
#2165
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Date Joined:
Mar 24, 2009
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You give up a skill to retrain a skill...o.o;
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4 years ago ::
Jun 17, 2009 - 6:39PM
#2166
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Date Joined:
May 28, 2009
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You give up a skill to retrain a skill...o.o; okay awesome. I assumed as much, but wasn't sure. i just thought "it has to be more complicated than that..."
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4 years ago ::
Jun 17, 2009 - 6:41PM
#2167
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Date Joined:
Mar 24, 2009
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4e is pretty simple =P
And it is a teensy bit more complicated in that you can't give up a skill that was necessary to take a feat that you have. So if you have a feat that requires, say, Acrobatics, then you can't retrain Acrobatics unless you first retrain all feats (or powers or anything) that requires it as a prerequisite.
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4 years ago ::
Jun 18, 2009 - 4:28AM
#2168
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question is, I know there are roles, how is that balanced in 1 on 1 fights, e.g. striker vs. controller?
how often can you cast encounter spells outside of combat?
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4 years ago ::
Jun 18, 2009 - 6:52AM
#2169
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Date Joined:
Mar 24, 2009
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First question: 4th edition DnD is not well balanced for player versus player fights. They're possible technically according to the rules, but if you're planning on having arena fights or something I'd suggest making them fight monsters o.o
As for the second question, encounter abilities recharge every 5 minutes.
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4 years ago ::
Jun 18, 2009 - 10:32AM
#2170
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thanks
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