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So at some point in my life, I was thinking of running an Essentials game; consider this thread an "interest check." I don't really have a particular plot or adventure in mind, but I'd be willing to try and incorporate suggestions or requests for those as well as for game rule changes. As you probably know, limiting character options to only Essentials books can be quite narrow, so I'm adding a bunch of hacks and houserules to add some flexibility, and also buff a few classes. Feel free to post your horribly abusive and broken characters that result directly from me tweaking the rules! Here's a character sheet! Books Allowed: (for races/classes*/powers/themes/feats/items, everything) Heroes of the Fallen Lands Heroes of the Forgotten Kingdoms Heroes of the Elemental Chaos Heroes of the Feywild Heroes of Shadow *technically Monks aren't a class in these books, but there are Monk powers in "Elemental Chaos," so if you wanna play a monk, you can build it using those powers. Power Sources When you would gain a power, you can choose to gain any power of the same type (AEDU) of your level or lower, if it has the keyword for the power source(s) of your class. You can mix and match powers across domains/virtues/vices/pacts, etc. and you can change any powers that would be "auto-picked" for you, in this manner. If your class has the Psionic or Shadow power source, you can gain powers that have either the Psionic or Shadow keyword. Primal Classes (Druids, Rangers, Barbarians) When you make a melee weapon attack, you can use STR, CON, or WIS in place of the default modifier for the attack and damage rolls. You can use your INT modifier in place of your CHA modifier for any CHA checks. Martial Classes (Assassins, Rogues, Rangers, Fighters, Bards, Barbarians) When you make a melee weapon attack with a light blade or a ranged weapon attack, you can use STR or DEX in place of the default modifier for the attack and damage rolls. You can use your STR modifier in place of your CON modifier for CON checks. Divine Classes (Paladins, Clerics) When you make a melee weapon or implement attack, you can use STR, WIS, or CHA in place of the default modifier for the attack and damage rolls. You can use your CHA modifier in place of your WIS modifier for Heal, Insight and Perception checks. Class Skills You can train any skills you want; your class skill list provides the following benefits: You can use a +3 in place of the default ability modifier for any untrained class skills. You can use your WIS or INT modifier in place of the default modifier for any Knowledge skills on your class skill list. Additional Skill Changes If your class grants you an automatic trained skill, you can instead train an additional skill of your choice; if your class would grant you less than 4 trained skills, including this change, increase it to 4 trained skills. Ignore any skill training requirements on powers. You can use your CON modifier in place of the default modifier for Athletics and Heal checks. Math Fixes Modified Inherent Bonuses: The ENH bonus progression from the Essentials magic armor tables will be used for AC, NADs, Attack, and Damage. Bonus Feats: Improved Defenses Expertise Feat (2) Disciple Feat (1) Backgrounds: off
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# ? Dec 11, 2014 01:08 |
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# ? Apr 27, 2024 00:55 |