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	<title>Comments on: D&amp;D 4e: One Change, One Addition, &amp; One Deletion</title>
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		<title>By: xinpheld</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5116</link>
		<dc:creator>xinpheld</dc:creator>
		<pubDate>Tue, 31 Mar 2009 15:55:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5116</guid>
		<description>@sarlax and @dmscorpio: interesting ideas both, and might work. my problem though, is that if you multiclass at a higher level and swap out a primary power with a new secondary, then suddenly you&#039;re up to that character level in something you just learned. For instance, take the thief turned wizard you presented. If he multiclasses at 4th level, should he be able to cast that color spray at 4th level ability even though magic is brand new to him? that doesn&#039;t sound right to me. same with the paragon path switchout idea - a brand new power from a new class should not suddenly be functioning at 11th level ability.

I think maybe a revamping of the old system might be applicable - having a separate set of XP for each class. If the thief gets to 4th level and decides to start spellcasting, a new set of data would be generated. 

Anything that would apply to both classes (HP or saving throws for instance) would result in using the better of the two classes. For instance, the thief/wizard shouldn&#039;t have to make a lesser reflex check (due to level bonus differences) because he was doing something wizard-based at the time. Any skill bonuses due to class would be the better of the two. Any actions that could be done as either class that would result in XP gain, (basic weapon attacks, for example), would cause the XP to be split between classes.

Anything that doesn&#039;t overlap classes would be added to the character at that class&#039; level. XP accrued from an action that could be only done by a single class (picking locks, casting spells, class-specific skills)  would go to the total for that class.

Yes, it&#039;s more work, but the work would mostly be done by the player, and they&#039;re asking for it by wanting to multiclass, anyway. This is just a rough idea, so any input would be awesome.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5116&#039;,&#039;xinpheld&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@sarlax and @dmscorpio: interesting ideas both, and might work. my problem though, is that if you multiclass at a higher level and swap out a primary power with a new secondary, then suddenly you&#8217;re up to that character level in something you just learned. For instance, take the thief turned wizard you presented. If he multiclasses at 4th level, should he be able to cast that color spray at 4th level ability even though magic is brand new to him? that doesn&#8217;t sound right to me. same with the paragon path switchout idea &#8211; a brand new power from a new class should not suddenly be functioning at 11th level ability.</p>
<p>I think maybe a revamping of the old system might be applicable &#8211; having a separate set of XP for each class. If the thief gets to 4th level and decides to start spellcasting, a new set of data would be generated. </p>
<p>Anything that would apply to both classes (HP or saving throws for instance) would result in using the better of the two classes. For instance, the thief/wizard shouldn&#8217;t have to make a lesser reflex check (due to level bonus differences) because he was doing something wizard-based at the time. Any skill bonuses due to class would be the better of the two. Any actions that could be done as either class that would result in XP gain, (basic weapon attacks, for example), would cause the XP to be split between classes.</p>
<p>Anything that doesn&#8217;t overlap classes would be added to the character at that class&#8217; level. XP accrued from an action that could be only done by a single class (picking locks, casting spells, class-specific skills)  would go to the total for that class.</p>
<p>Yes, it&#8217;s more work, but the work would mostly be done by the player, and they&#8217;re asking for it by wanting to multiclass, anyway. This is just a rough idea, so any input would be awesome.
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		<title>By: robosnake</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5112</link>
		<dc:creator>robosnake</dc:creator>
		<pubDate>Tue, 31 Mar 2009 14:22:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5112</guid>
		<description>Another option for a Change: Alignment.  As written in 4e, there&#039;s no reason whatsoever to use it in a given game.  It&#039;s just...stupid.  They actually took &#039;classic&#039; alignment and made it worse.  I&#039;ve used a character&#039;s main motivation as their Alignment and have given out extra action points when they achieve something that furthers their Alignment - that&#039;s gotten mixed results.  But anything is better than Alignment as written in 4e, including Deletion...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5112&#039;,&#039;robosnake&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Another option for a Change: Alignment.  As written in 4e, there&#8217;s no reason whatsoever to use it in a given game.  It&#8217;s just&#8230;stupid.  They actually took &#8216;classic&#8217; alignment and made it worse.  I&#8217;ve used a character&#8217;s main motivation as their Alignment and have given out extra action points when they achieve something that furthers their Alignment &#8211; that&#8217;s gotten mixed results.  But anything is better than Alignment as written in 4e, including Deletion&#8230;
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		<title>By: robosnake</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5111</link>
		<dc:creator>robosnake</dc:creator>
		<pubDate>Tue, 31 Mar 2009 14:18:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5111</guid>
		<description>One Change: Healing surges become just Surges.  They can be used like healing surges in the rules as is, but you can also spend them to add 1d6 to a d20 roll (like Action Points in 3.x) and to add a damage die to any attack (of whatever die type you&#039;re already rolling)

One Addition: Add character level to all damage rolls. My friend ran an epic-level delve that we wrote up and it was downright tedious because the monster (a Tarrasque attacking a city Godzilla-style) had so many hit points.  He ended up shaving lots of them off so the delve actually ended in a timely manner.

One Deletion: The necessity of using a battle map.  I&#039;m still working on house rules to do this, since its written into the system, but I just want the option of having some kind of fight that doesn&#039;t require counting out squares for every action - say, for example, PCs fighting a Tarrasque as it lays down a swath of destruction in a city, toppling buildings onto them and eating bystanders.  I don&#039;t want to have to take four hours and have a 20 foot square battle mat to draw it out ahead of time...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5111&#039;,&#039;robosnake&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One Change: Healing surges become just Surges.  They can be used like healing surges in the rules as is, but you can also spend them to add 1d6 to a d20 roll (like Action Points in 3.x) and to add a damage die to any attack (of whatever die type you&#8217;re already rolling)</p>
<p>One Addition: Add character level to all damage rolls. My friend ran an epic-level delve that we wrote up and it was downright tedious because the monster (a Tarrasque attacking a city Godzilla-style) had so many hit points.  He ended up shaving lots of them off so the delve actually ended in a timely manner.</p>
<p>One Deletion: The necessity of using a battle map.  I&#8217;m still working on house rules to do this, since its written into the system, but I just want the option of having some kind of fight that doesn&#8217;t require counting out squares for every action &#8211; say, for example, PCs fighting a Tarrasque as it lays down a swath of destruction in a city, toppling buildings onto them and eating bystanders.  I don&#8217;t want to have to take four hours and have a 20 foot square battle mat to draw it out ahead of time&#8230;
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5104</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Mon, 30 Mar 2009 22:08:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5104</guid>
		<description>For what it&#039;s worth, most Daily Powers (at least the higher level ones) still do damage and some kind of effect on a miss...

And I haven&#039;t seen a video or audio of a Skill Challenge, but there are a couple of examples here:
http://www.youmeetinatavern.com/index.php?topic=1640.msg19167#msg19167&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5104&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>For what it&#8217;s worth, most Daily Powers (at least the higher level ones) still do damage and some kind of effect on a miss&#8230;</p>
<p>And I haven&#8217;t seen a video or audio of a Skill Challenge, but there are a couple of examples here:<br />
<a href="http://www.youmeetinatavern.com/index.php?topic=1640.msg19167#msg19167" rel="nofollow">http://www.youmeetinatavern.com/index.php?topic=1640.msg19167#msg19167</a>
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		<title>By: Lord Inar</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5102</link>
		<dc:creator>Lord Inar</dc:creator>
		<pubDate>Mon, 30 Mar 2009 20:55:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5102</guid>
		<description>We haven&#039;t implemented these yet, but we were toying with adding that for daily and encounter powers, they are not spent if they don&#039;t &quot;hit&quot; , so you never have to worry about missing with your big attack by one and then relying on daily for the rest of the encounter/day. After all, you already missed your attack, that&#039;s bad enough!

The other was to reduce HP as well, but if you allow the power to be accessible until used, this might be less necessary. I&#039;m not sure though. The excess HP seems to be one of the biggest stumbling blocks to me. Almost feels like a throwback to &quot;bruising your opponent to death&quot; and I only see it getting worse as you go up in levels. 

We didn&#039;t do any skill challenges at all. Like some other posters said, it just never came up.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5102&#039;,&#039;Lord Inar&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>We haven&#8217;t implemented these yet, but we were toying with adding that for daily and encounter powers, they are not spent if they don&#8217;t &#8220;hit&#8221; , so you never have to worry about missing with your big attack by one and then relying on daily for the rest of the encounter/day. After all, you already missed your attack, that&#8217;s bad enough!</p>
<p>The other was to reduce HP as well, but if you allow the power to be accessible until used, this might be less necessary. I&#8217;m not sure though. The excess HP seems to be one of the biggest stumbling blocks to me. Almost feels like a throwback to &#8220;bruising your opponent to death&#8221; and I only see it getting worse as you go up in levels. </p>
<p>We didn&#8217;t do any skill challenges at all. Like some other posters said, it just never came up.
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		<title>By: Starvosk</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5101</link>
		<dc:creator>Starvosk</dc:creator>
		<pubDate>Mon, 30 Mar 2009 20:23:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5101</guid>
		<description>Meh.

So far I haven&#039;t really had to houserule anything. The only thing I can see possibly being warranted is orb of control abuse- given the right items and stats, you can inflict a -10 penalty to someone&#039;s saving throw. If that&#039;s not wicked broken, I&#039;m not sure what is.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5101&#039;,&#039;Starvosk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Meh.</p>
<p>So far I haven&#8217;t really had to houserule anything. The only thing I can see possibly being warranted is orb of control abuse- given the right items and stats, you can inflict a -10 penalty to someone&#8217;s saving throw. If that&#8217;s not wicked broken, I&#8217;m not sure what is.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5098</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Mon, 30 Mar 2009 18:49:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5098</guid>
		<description>This is a little bit off topic, but since this thread keeps talking about skill challenges and has slowed down a bit, I want to put out a suggestion: can some please show us their skill challenges in action in the form of a video (post on youtube.com or similar site)?  I&#039;ve always been surprised that with all the talk about skill challenges, I&#039;ve never seen one recorded as video on the Internet.  Please correct me if I&#039;m wrong.  It might even be worth a contest for some good acting.  Heck, maybe it might start Gnome Stew on a video blog kick.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5098&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is a little bit off topic, but since this thread keeps talking about skill challenges and has slowed down a bit, I want to put out a suggestion: can some please show us their skill challenges in action in the form of a video (post on youtube.com or similar site)?  I&#8217;ve always been surprised that with all the talk about skill challenges, I&#8217;ve never seen one recorded as video on the Internet.  Please correct me if I&#8217;m wrong.  It might even be worth a contest for some good acting.  Heck, maybe it might start Gnome Stew on a video blog kick.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('5098','LesInk'); return false;">Reply</a> </div>
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		<title>By: argokirby</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5097</link>
		<dc:creator>argokirby</dc:creator>
		<pubDate>Mon, 30 Mar 2009 18:31:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5097</guid>
		<description>Skill challenges is easy, you as a DM can just choose not to use them, so that is easy.

I like the encounter power idea, but how does it work for higher level encounter powers. Say a second level power at 4th level. you can use it twice?

The healing surge thing is cool, but it is hard to mitigate, the DM suddenly gets to tell you if you can or can not do what you want with a healing surge.

*** So I suggest eliminating and combining. How about you can choose to spend a healing surge to re-activate an encounter power.

*** Also I think every encounter you should get an action point, the way the rules are is that every other or every third encounter is a mile stone, and you get an action point back, so its like you get 1 AP every other battle. Why??? Just call the AP an encounter power and then you can blow a healing surge to restore your AP as well.

*** So now you could spend two healing surges to get a second &quot;second wind.&quot;

What do you think?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5097&#039;,&#039;argokirby&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Skill challenges is easy, you as a DM can just choose not to use them, so that is easy.</p>
<p>I like the encounter power idea, but how does it work for higher level encounter powers. Say a second level power at 4th level. you can use it twice?</p>
<p>The healing surge thing is cool, but it is hard to mitigate, the DM suddenly gets to tell you if you can or can not do what you want with a healing surge.</p>
<p>*** So I suggest eliminating and combining. How about you can choose to spend a healing surge to re-activate an encounter power.</p>
<p>*** Also I think every encounter you should get an action point, the way the rules are is that every other or every third encounter is a mile stone, and you get an action point back, so its like you get 1 AP every other battle. Why??? Just call the AP an encounter power and then you can blow a healing surge to restore your AP as well.</p>
<p>*** So now you could spend two healing surges to get a second &#8220;second wind.&#8221;</p>
<p>What do you think?
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		<title>By: Bravemaximus</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5082</link>
		<dc:creator>Bravemaximus</dc:creator>
		<pubDate>Mon, 30 Mar 2009 12:26:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5082</guid>
		<description>I have to say, I was not all that into 4e when it first came out.  I didn&#039;t like the way combat felt, I didn&#039;t like the way the books look (they still look and read like crap), and I wasn&#039;t happy with how complicated/hard/time consuming it was to make encounters (finding 5 creatures that work together is harder than finding one creature).  However, I&#039;ve come around.  The books are easier to look something up in because you know where it will be.  The making new monsters/npc formulas are quick and easy (once you get used to it).  And once I realized that it&#039;s ok for my monsters to completely hose my players just with its at-will powers I&#039;m ok with combat (my players aren&#039;t anymore...).  

And I know you guys are going to hate me for this, but I love skill challenges.  I have to adjust the DC&#039;s a bit, but I love skill challenges. They provide a real, concrete, balanced XP reward for roleplaying.  I think that&#039;s a bonus to the game.  It&#039;s not even close to perfect, but it makes points in Insight and Diplomacy worth it.  My other favorite part is the Treasure Parcels.  I&#039;ve always given my players rewards that they actually want, but this system keeps it balanced and makes it really easy to keep them on track.  Screw &quot;double treasure&quot;.  I don&#039;t miss 3.5 treasure at all.

So, here&#039;s my changes:

Add: Double Minions.  I LOVE the minions system (I actually had similar house rule in 3.5 after reading 7th Sea).  But it seems like 4 minions are not worth the XP of a full monster.  So I put 6-8 minions in for the rewards.    Works great, and the PC&#039;s get to kill lots of stuff.

Change: Skills used in Combat.  We noticed that the one guy trained in Thievery and the one guy trained in Arcana were spending most of their combat time making skill rolls as a standard action instead of enjoying the game.  So, we made these skills in combat (to disable traps, for example) move actions.  Now, they can either spend their whole round trying to disable the trap, or they can disable and still use a cool power.  Maked the game much more fun.

Delete: Points of Light.  I don&#039;t know about everyone else, but a world full of darkness where every village keeps to itself sucks the fun out of roleplaying.  My personal setting puts 4e into a late medieval period, almost ready for the renaissance.  Much more trade, lots of cool local color, and the PC&#039;s have the chance of meeting someone from another town they know.  If it was points of light, every merchant gets eaten by roving packs of drakes and ogres.  Way less fun.

Anyway, those are my changes.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5082&#039;,&#039;Bravemaximus&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I have to say, I was not all that into 4e when it first came out.  I didn&#8217;t like the way combat felt, I didn&#8217;t like the way the books look (they still look and read like crap), and I wasn&#8217;t happy with how complicated/hard/time consuming it was to make encounters (finding 5 creatures that work together is harder than finding one creature).  However, I&#8217;ve come around.  The books are easier to look something up in because you know where it will be.  The making new monsters/npc formulas are quick and easy (once you get used to it).  And once I realized that it&#8217;s ok for my monsters to completely hose my players just with its at-will powers I&#8217;m ok with combat (my players aren&#8217;t anymore&#8230;).  </p>
<p>And I know you guys are going to hate me for this, but I love skill challenges.  I have to adjust the DC&#8217;s a bit, but I love skill challenges. They provide a real, concrete, balanced XP reward for roleplaying.  I think that&#8217;s a bonus to the game.  It&#8217;s not even close to perfect, but it makes points in Insight and Diplomacy worth it.  My other favorite part is the Treasure Parcels.  I&#8217;ve always given my players rewards that they actually want, but this system keeps it balanced and makes it really easy to keep them on track.  Screw &#8220;double treasure&#8221;.  I don&#8217;t miss 3.5 treasure at all.</p>
<p>So, here&#8217;s my changes:</p>
<p>Add: Double Minions.  I LOVE the minions system (I actually had similar house rule in 3.5 after reading 7th Sea).  But it seems like 4 minions are not worth the XP of a full monster.  So I put 6-8 minions in for the rewards.    Works great, and the PC&#8217;s get to kill lots of stuff.</p>
<p>Change: Skills used in Combat.  We noticed that the one guy trained in Thievery and the one guy trained in Arcana were spending most of their combat time making skill rolls as a standard action instead of enjoying the game.  So, we made these skills in combat (to disable traps, for example) move actions.  Now, they can either spend their whole round trying to disable the trap, or they can disable and still use a cool power.  Maked the game much more fun.</p>
<p>Delete: Points of Light.  I don&#8217;t know about everyone else, but a world full of darkness where every village keeps to itself sucks the fun out of roleplaying.  My personal setting puts 4e into a late medieval period, almost ready for the renaissance.  Much more trade, lots of cool local color, and the PC&#8217;s have the chance of meeting someone from another town they know.  If it was points of light, every merchant gets eaten by roving packs of drakes and ogres.  Way less fun.</p>
<p>Anyway, those are my changes.
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		<title>By: PerilousDM</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5078</link>
		<dc:creator>PerilousDM</dc:creator>
		<pubDate>Sun, 29 Mar 2009 14:16:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5078</guid>
		<description>The 2 4e campaigns I&#039;m DMing I&#039;ve tried to keep as By The Book as possible, since all eleven players are as new to the rules as I am.  But I am thinking about this subject a lot!
Change:  So far, all I&#039;ve wanted is to restructure the Actions In Combat to make some things take longer; e.g., make retrieving stored items a Move action instead of Minor.  I have also changed the Orc Drudge (or is this an addition?) to give them a saving throw to negate the first damage they suffer, making them last longer as minions with minimal bookkeeping.
Addition:  I&#039;ve been thinking hard about a &quot;Lingering Injury&quot; mechanic, to make getting hurt a less temporary experience.  Something along the lines of Conditions that act like diseases, and take 1+ extended rests to recover from.  These injuries could range from penalties to attack/damage, to restrictions on actions (no run/charge, no off-hand weapon, etc.), or reductions in total healing surges.  
Deletion:  This is tough; 4e has such streamlined rules, there&#039;s little fat to trim (unlike 3e).  I can&#039;t think of any mechanics I would eliminate, just certain character options - and all of those from PH2 - that don&#039;t fit my campaign setting.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5078&#039;,&#039;PerilousDM&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The 2 4e campaigns I&#8217;m DMing I&#8217;ve tried to keep as By The Book as possible, since all eleven players are as new to the rules as I am.  But I am thinking about this subject a lot!<br />
Change:  So far, all I&#8217;ve wanted is to restructure the Actions In Combat to make some things take longer; e.g., make retrieving stored items a Move action instead of Minor.  I have also changed the Orc Drudge (or is this an addition?) to give them a saving throw to negate the first damage they suffer, making them last longer as minions with minimal bookkeeping.<br />
Addition:  I&#8217;ve been thinking hard about a &#8220;Lingering Injury&#8221; mechanic, to make getting hurt a less temporary experience.  Something along the lines of Conditions that act like diseases, and take 1+ extended rests to recover from.  These injuries could range from penalties to attack/damage, to restrictions on actions (no run/charge, no off-hand weapon, etc.), or reductions in total healing surges.<br />
Deletion:  This is tough; 4e has such streamlined rules, there&#8217;s little fat to trim (unlike 3e).  I can&#8217;t think of any mechanics I would eliminate, just certain character options &#8211; and all of those from PH2 &#8211; that don&#8217;t fit my campaign setting.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5075</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Sat, 28 Mar 2009 18:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5075</guid>
		<description>&lt;a href=&#039;#comment-5060&#039; rel=&quot;nofollow&quot;&gt;@AlasseMages&lt;/a&gt; - Thanks for the idea of using minions in some different ways.  And to be clear, yes, I am still using them here and there, I just don&#039;t like them.  I just don&#039;t like &#039;tricking&#039; my players to use encounter powers on a foe they could have taken down with a simple dagger basic attack.  The flanking is the best part of having minions.  And, as heard or read somewhere, if a minion occupies a hero for one turn, they&#039;ve done their job.  I just find it jarring.

However, with that said, I find it just AS easy to bring in other monsters of lower level, use their powers, track everything like normal monsters, and balance it out with the XP buy system.  A group of 1st level kobolds can still do plenty of damage to a higher level 5th-7th level party.

Side note: I did see someone build a Improved Minion template that basically plays just like a normal minion, just that you have to hit them twice to knock them down.  I think they did a Master Minion two that made it 3 times.  Not sure if that really solves alot, but an interesting point of expansion.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5075&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5060' rel="nofollow">@AlasseMages</a> &#8211; Thanks for the idea of using minions in some different ways.  And to be clear, yes, I am still using them here and there, I just don&#8217;t like them.  I just don&#8217;t like &#8216;tricking&#8217; my players to use encounter powers on a foe they could have taken down with a simple dagger basic attack.  The flanking is the best part of having minions.  And, as heard or read somewhere, if a minion occupies a hero for one turn, they&#8217;ve done their job.  I just find it jarring.</p>
<p>However, with that said, I find it just AS easy to bring in other monsters of lower level, use their powers, track everything like normal monsters, and balance it out with the XP buy system.  A group of 1st level kobolds can still do plenty of damage to a higher level 5th-7th level party.</p>
<p>Side note: I did see someone build a Improved Minion template that basically plays just like a normal minion, just that you have to hit them twice to knock them down.  I think they did a Master Minion two that made it 3 times.  Not sure if that really solves alot, but an interesting point of expansion.
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		<title>By: Taellosse</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5072</link>
		<dc:creator>Taellosse</dc:creator>
		<pubDate>Sat, 28 Mar 2009 12:59:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5072</guid>
		<description>I am about to begin the first play session (we built characters last time) of my first 4e game in a few hours, and I now must resist the urge to implement all of these at once.  Every one of them appeals to me.  But I shall refrain, although keeping them in mind for future consideration, until everyone has a handle on how the rules-as-written operate in the wild.  The encounter powers getting re-used in an encounter as you get higher in levels one won&#039;t matter much right off anyway, since everyone is level 1 right now.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5072&#039;,&#039;Taellosse&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I am about to begin the first play session (we built characters last time) of my first 4e game in a few hours, and I now must resist the urge to implement all of these at once.  Every one of them appeals to me.  But I shall refrain, although keeping them in mind for future consideration, until everyone has a handle on how the rules-as-written operate in the wild.  The encounter powers getting re-used in an encounter as you get higher in levels one won&#8217;t matter much right off anyway, since everyone is level 1 right now.
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		<title>By: Rust</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5071</link>
		<dc:creator>Rust</dc:creator>
		<pubDate>Sat, 28 Mar 2009 03:46:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5071</guid>
		<description>I would add an Environmental Effects to the combat, so combats don&#039;t get dull. And have adventures more like scene based computer games, where you  jump quickly and inevitably to the next combat scene. 

I agree with you, Skill Challenges can be removed without much trouble.  Do it Grognardia style, and that could be really fun.  

The games is a miniature tactical battle game, and feats spent on skills to improve skills challenges mucks with the balance when the miniatures come out. 4e is just a great little tactical, mini-combat game, but weak at everything else.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5071&#039;,&#039;Rust&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I would add an Environmental Effects to the combat, so combats don&#8217;t get dull. And have adventures more like scene based computer games, where you  jump quickly and inevitably to the next combat scene. </p>
<p>I agree with you, Skill Challenges can be removed without much trouble.  Do it Grognardia style, and that could be really fun.  </p>
<p>The games is a miniature tactical battle game, and feats spent on skills to improve skills challenges mucks with the balance when the miniatures come out. 4e is just a great little tactical, mini-combat game, but weak at everything else.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5070</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Sat, 28 Mar 2009 02:51:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5070</guid>
		<description>I think the &quot;Healing Surge As Action Point&quot; will negate the need for the &quot;Recharging Encounter Power&quot; addition &lt;i&gt;if&lt;/i&gt; you allow Healing Surges to be spent for re-rolls.  In other words, if your Big Power hits regularly (because you re-roll the misses), why do you need more of them? 

And the Skill Challenges are okay; instead of killing them off entirely, I&#039;d just ignore them in almost all cases.  I could definitely see the party getting stumped by some challenge (social, skill, puzzle, etc) and allowing them to do a Skill Challenge to get past it.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5070&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think the &#8220;Healing Surge As Action Point&#8221; will negate the need for the &#8220;Recharging Encounter Power&#8221; addition <i>if</i> you allow Healing Surges to be spent for re-rolls.  In other words, if your Big Power hits regularly (because you re-roll the misses), why do you need more of them? </p>
<p>And the Skill Challenges are okay; instead of killing them off entirely, I&#8217;d just ignore them in almost all cases.  I could definitely see the party getting stumped by some challenge (social, skill, puzzle, etc) and allowing them to do a Skill Challenge to get past it.
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/specific-rpgs/dd-4e-one-change-one-addition-one-deletion/comment-page-1#comment-5068</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Fri, 27 Mar 2009 21:48:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2994#comment-5068</guid>
		<description>This is a toughie as I&#039;m not really into 4e anymore since I&#039;d have a crapload of changes, very few deletions and few additions.

Addition:  Add a Belief and Goal for each character, significant steps towards which (or acting on, in terms of the Belief) give spend-on-any-check action points which aren&#039;t lost after an extended rest.  Or maybe I&#039;d go with adding +1 attack bonus every level, +1 damage bonus every other level (a la Star Wars Saga).

Change:  Skills.  Break those damn things out a bit.  I have a love-hate relationship with skills.  I think there ought to be more, including craft, perform, etc.  Also, alter how they advance as I find it way too static and... well... sucky.

Deletion:  Not really sure about this one.  Maybe toss out Dragonborn as I find they kinda clash with the other races.  I might actually do away with experience completely and use a progress-as-appropriate model, or at least eliminate the current combat-only focus.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5068&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is a toughie as I&#8217;m not really into 4e anymore since I&#8217;d have a crapload of changes, very few deletions and few additions.</p>
<p>Addition:  Add a Belief and Goal for each character, significant steps towards which (or acting on, in terms of the Belief) give spend-on-any-check action points which aren&#8217;t lost after an extended rest.  Or maybe I&#8217;d go with adding +1 attack bonus every level, +1 damage bonus every other level (a la Star Wars Saga).</p>
<p>Change:  Skills.  Break those damn things out a bit.  I have a love-hate relationship with skills.  I think there ought to be more, including craft, perform, etc.  Also, alter how they advance as I find it way too static and&#8230; well&#8230; sucky.</p>
<p>Deletion:  Not really sure about this one.  Maybe toss out Dragonborn as I find they kinda clash with the other races.  I might actually do away with experience completely and use a progress-as-appropriate model, or at least eliminate the current combat-only focus.
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