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		<title><![CDATA[EN World D&D / RPG News - 4e Fan Creations and House Rules]]></title>
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			<title><![CDATA[EN World D&D / RPG News - 4e Fan Creations and House Rules]]></title>
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			<title>Class Warlock: A Fix</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268255-warlock-fix.html</link>
			<pubDate>Fri, 20 Nov 2009 16:01:41 GMT</pubDate>
			<description><![CDATA[After I had read the many warlock threads as of late, an idea came to me while I was standing in the rain waiting for the bus from work. I let the idea grow in my mind for a couple of days, working out some of the kinks. Finally, I have come up with what I think is a viable &quot;fix&quot; for warlocks. 
...]]></description>
			<content:encoded><![CDATA[<div>After I had read the many warlock threads as of late, an idea came to me while I was standing in the rain waiting for the bus from work. I let the idea grow in my mind for a couple of days, working out some of the kinks. Finally, I have come up with what I think is a viable &quot;fix&quot; for warlocks.<br />
<br />
First, some premises based on the general consensus (as I've interpreted it):<br />
<br />
<b>1. Warlocks deal sub-par striker damage</b> - although they have some controller-ish capabilities.<br />
<b>2. Warlocks are confined by their choice of at-will powers</b> - due to their pact-boon and eldritch blast class feature.<br />
<br />
<br />
Now, for the fix.<br />
<br />
<b>Solution 1: This is not a problem, I repeat, not a problem</b> - The warlock was never intended to be a heavy duty striker, but rather a genuine attempt at a hybrid striker/controller. Granted, the Con-based warlock lean more towards striker territory, but not without an amount of control. The problem is that Eldritch blast is seriously underpowered. To fix that, instead of just adding damage (which is boring), I suggest pact-specific riders, for example (added under the hit-line): <br />
<br />
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				<b>Fey Pact:</b> The target can't make opportunity attacks until the end of your next turn.<br />
<b>Infernal Pact:</b> The target takes a -2 penalty to its Will or Reflex defense until the end of your next turn.<br />
<b>Star Pact: </b>The target is slowed and deafened until the end of your next turn.
			
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</div>These are just suggestions, you get the point. If someone wants to make some for the Dark and Vestige pact, be my guest! <br />
<br />
<br />
<b>Solution 2: (Partially) Free choice for all!</b> - Eldritch blast is cemented as a Warlock class feature, so be it. But don't let it take up space as an 1st level at-will attack power! Let every warlock have it (like in 3.5), and give the the option of two at-will powers not forced upon them! Well, not entirely. To keep the flavor right, require that one of the at-wills be pact-related, and the other free form. Except for the part where you can't pick at-wills from another pact. Confusing? Let me demonstrate:<br />
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				<b>Step 1:</b> Add &quot;<b>Requirement: </b>You must have the (fey/infernal/star/etc.) pact class feature to use this power.&quot; to eyebite, hellish rebuke, dire radiance etc.<br />
<b>Step 2:</b> Create additional at-wills for each pact with the same requirement.<br />
<b>Step 3:</b> Create additional non-pact at-wills (like Eldritch Strike, ignore the errata that allows it to be switched with Eldritch blast) without said requirement.<br />
<b>Step 4:</b> Choose two at-will attack powers for your warlock, one of which must be pact associated, and the other can either be pact or non-pact.<br />
<b>Step 5:</b> Profit!
			
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</div>This has the added benefit of creating greater differentiation between warlocks of the same pact. Additionally, this could really help some of those poor Cha-based Starlocks and their MAD problems by creating a Cha-based Star pact at-will. As a matter of fact, I think I'll do that right now. <br />
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				<b>Color Out of Space</b><br />
<i>You summon a blotch of color from the darkness of your mind, spreading its insanity at your enemy should they not retreat.</i><br />
<b>At-Will</b>   <img src="http://www.wizards.com/dndinsider/compendium/images/bullet.gif" border="0" alt="" />     <b>Arcane</b>, <b>Fear</b>, <b>Implement</b><br />
<b>Standard Action</b>      <b>Close </b>burst 3<br />
<b>Requirement: </b>You must have the Star Pact class feature to use this power.<br />
<b>Target</b>: One creature<br />
<b>Attack</b>: Charisma vs. Will<br />
<b>Hit</b>: Charisma modifier psychic damage. If the target doesn't move further away from you on it's turn, the target takes an extra 2d6 + Charisma modifier damage and falls prone.<br />
Increase damage to twice your Charisma modifier and extra damage to 4d6 + Charisma modifier at 21st level.
			
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</div>Anyone care for creating some more of these at-wills?<br />
<br />
So, I know this isn't perfect. Still not sure if I should try and work in Int somewhere in that. But I think it could work. How about you?</div>

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			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>ravenheart</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/4e-fan-creations-house-rules/268255-warlock-fix.html</guid>
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			<title>Condition Status Markers</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268252-condition-status-markers.html</link>
			<pubDate>Fri, 20 Nov 2009 15:28:27 GMT</pubDate>
			<description><![CDATA[My group uses the Alea tools magnetic markers when we play D&amp;D.  One of my players made this handy chart so we could remember which status went with which color.  I thought I'd share it since other people might find it useful as well.  
 
Thanks 
Ryan]]></description>
			<content:encoded><![CDATA[<div>My group uses the <a href="http://aleatools.com/Pages/PageRenderer.aspx?id=49e875ef-2c01-429c-92e5-bb55191b2072" target="_blank">Alea tools</a> magnetic markers when we play D&amp;D.  One of my players made this handy chart so we could remember which status went with which color.  I thought I'd share it since other people might find it useful as well. <br />
<br />
Thanks<br />
Ryan</div>


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	<td><a href="http://www.enworld.org/forum/attachments/4e-fan-creations-house-rules/42033d1258730859-condition-status-markers-d-d-colors2.pdf">D&amp;D Colors2.pdf</a> (712.7 KB)</td>
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			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>rymoore</dc:creator>
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			<title>Adventure: Search for the Shadfly Tapestry</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268251-adventure-search-shadfly-tapestry.html</link>
			<pubDate>Fri, 20 Nov 2009 15:22:46 GMT</pubDate>
			<description><![CDATA[Wizard's of the Coast makes some pretty spectacular adventures for their 4th edition product. Their delve format is intuitive and makes the DM's job much easier when it comes to running an encounter. I've always enjoyed the included poster maps, too, but unfortunately the maps usually on cover a...]]></description>
			<content:encoded><![CDATA[<div>Wizard's of the Coast makes some pretty spectacular adventures for their 4th edition product. Their delve format is intuitive and makes the DM's job much easier when it comes to running an encounter. I've always enjoyed the included poster maps, too, but unfortunately the maps usually on cover a few encounters. Also, <acronym title="Wizards of the Coast">WotC</acronym>'s adventures typically span a few levels of play, which makes them a little long if you only play once a month, as my group does.<br />
<br />
I thought it might be nice to have some adventures that include <i>all</i> the maps you need to run an adventure. As such, I've been creating some shorter modules called Turnkey Adventures. I'm no artist, so don't expect the maps and art to be professional quality. They are however passable for table play. The Turnkey philosophy is as follows.<br />
<br />
<i>What is a Turnkey Adventure? Simply put, it’s an adventure that provides you with as much upfront information as possible for running a 4th edition DUNGEONS &amp; DRAGONS game. Each Turnkey Adventure features an easy-to-use, descriptive layout, corresponding battle maps, and tokens to represent both PCs and monsters. All of this drastically reduces the time needed to prepare for a gaming session.<br />
<br />
By design, Turnkey Adventures are simplistic, requiring less of a commitment on the game master’s behalf. Each adventure typically encompasses one or two evenings of play and advances a player character somewhere between one-half and a full level.<br />
<br />
With Turnkey Adventures you spend less time preparing and more time playing!<br />
</i><br />
I should mention at this time that Turnkey Adventures are combat intensive dungeon crawls. If you're a person who enjoys plenty of non-combat role-playing opportunities, these adventures are not for you. If however, you're a DM looking for a simple dungeon crawl to drop into your existing campaign, they should suffice. Enjoy! <br />
<br />
<a href="http://www.swordfin.com/index.php?option=com_content&amp;task=view&amp;id=61&amp;Itemid=60" target="_blank">SwordFin Games - Turnkey Adventures</a></div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>Yarik</dc:creator>
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			<title><![CDATA[Rules Worst House Rules You've Encountered in 4E]]></title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268250-worst-house-rules-youve-encountered-d-d-4th-edition.html</link>
			<pubDate>Fri, 20 Nov 2009 15:06:55 GMT</pubDate>
			<description><![CDATA[I caught this thread over on the official WOTC forums: 
 
http://community.wizards.com/go/thre...d_at_the_table 
 
which inspired this thread. What are some of the worst house rules you've encountered? Why were they so bad? 
 
I'll start: 
 
When the PHB was first released, my DM thought item...]]></description>
			<content:encoded><![CDATA[<div>I caught this thread over on the official <acronym title="Wizards of the Coast">WOTC</acronym> forums:<br />
<br />
<a href="http://community.wizards.com/go/thread/view/75882/20179797/Most_screwed_up_house_ruleshomebrew_youve_ever_seen_used_at_the_table" target="_blank">http://community.wizards.com/go/thre...d_at_the_table</a><br />
<br />
which inspired this thread. What are some of the worst house rules you've encountered? Why were they so bad?<br />
<br />
I'll start:<br />
<br />
When the PHB was first released, my DM thought item creation was incredibly bland. So, he requires magic items to be created in the following way:<br />
<br />
<ol style="list-style-type: decimal"><li>You must purchase a scroll which is used up in the enchantment. This scroll contains the formula for the enchantment, and it costs 10% of the total cost of the item.</li>
<li>You must enchant an item worth at least 50% of the item's total cost. The item could be worth up to 80% of the total cost. I suspect this was a throwback to the Masterwork requirement in 3.5, which he played for years before <acronym title="D&D 4th Edition">4e</acronym>.</li>
<li>The remainder, at least 10%, must be made of residuum.</li>
</ol>At first, this just made things more complicated than they needed to be to make items. No <b>real</b> mechanical detriment. However, he kept these rules post-AV Transfer Enchantment ritual. So, if I found an awesome enchantment and just wanted to switch weapons or armor types, I had to buy an item worth 50% of the item I actually wanted. If I have a standard set of 16th-level magic armor, and I want one of the niftier 16th-level enchantments, e.g., summoned, I need to shell out an extra 10% for the new armor's formula.<br />
<br />
Ultimately more of a nuisance than anything else, but it still felt like we were being nerfed just to appease the DM's sense of &quot;how things should work.&quot;</div>

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			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>cmbarona</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/4e-fan-creations-house-rules/268250-worst-house-rules-youve-encountered-d-d-4th-edition.html</guid>
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			<title>Power Increasing ongoing damage with each failed save.</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268248-increasing-ongoing-damage-each-failed-save.html</link>
			<pubDate>Fri, 20 Nov 2009 13:44:05 GMT</pubDate>
			<description><![CDATA[In another thread talking about resistances, the idea came up about increasing ongoing damage (with save ends) every time the person fails there save. 
 
I like the idea for two reasons: 
 
1) It makes ongoing damage more useful. Ongoing damage isn't bad right now, but since a lot of monsters get...]]></description>
			<content:encoded><![CDATA[<div>In another thread talking about resistances, the idea came up about increasing ongoing damage (with save ends) every time the person fails there save.<br />
<br />
I like the idea for two reasons:<br />
<br />
1) It makes ongoing damage more useful. Ongoing damage isn't bad right now, but since a lot of monsters get save bonuses they don't tend to last long. This would at least give them the chance to do bigger damage. From a pc side, it makes the damage more deadly.<br />
<br />
2) Its realistic. If your bleeding, it tends to get worse. If your on fire, it tends to get worse.<br />
<br />
So I think its a good idea overall, the question becomes<br />
1) How much should it increase<br />
2) When should the rule apply. Is it an idea that could be applied to any ongoing damage with save ends, or only for certain attacks?</div>

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			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>Stalker0</dc:creator>
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			<title>How would YOU nerf it?</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268229-how-would-you-nerf.html</link>
			<pubDate>Thu, 19 Nov 2009 23:16:20 GMT</pubDate>
			<description><![CDATA[So, after reading through the various threads on the new nerfs, I hit upon an idea of how to 'rebalance' an item. The idea then struck me that everyone will have their say about it, so why not create a thread where we can collect everyone's nerfs? 
 
So, the idea here is that if you think a feat or...]]></description>
			<content:encoded><![CDATA[<div>So, after reading through the various threads on the new nerfs, I hit upon an idea of how to 'rebalance' an item. The idea then struck me that everyone will have their say about it, so why not create a thread where we can collect everyone's nerfs?<br />
<br />
So, the idea here is that if you think a feat or item or class feature is overpowered or too weak, how would YOU change it?<br />
<br />
I'll start off proceedings with my take on the Iron Armbands of Power. I'd keep the bonus the same but make it conditional and add it to Power Attack damage. It's still beefy, could still be used every turn, but it comes with a price.</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>Kzach</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/4e-fan-creations-house-rules/268229-how-would-you-nerf.html</guid>
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			<title>Rules 4e Pokemon Tabletop RPG</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268201-d-d-4th-edition-pokemon-tabletop-rpg.html</link>
			<pubDate>Thu, 19 Nov 2009 04:13:53 GMT</pubDate>
			<description><![CDATA[I wasn't sure where I should put this, but since it uses 4e rules, I thought this would make a nice spot for it. 
  
So, this has been done before, but I want to put a different twist on it.  I want to create a Pokemon tabletop RPG using D&amp;D 4th edition rules.  It's rather difficult to come up with...]]></description>
			<content:encoded><![CDATA[<div>I wasn't sure where I should put this, but since it uses <acronym title="D&D 4th Edition">4e</acronym> rules, I thought this would make a nice spot for it.<br />
 <br />
So, this has been done before, but I want to put a different twist on it.  I want to create a Pokemon tabletop RPG using D&amp;D 4th edition rules.  It's rather difficult to come up with ideas for a lot of stuff, so I thought I'd see if anyone has any feedback.  Here's my ideas so far.<br />
 <br />
Each Pokemon species is a race/class mixture.  As they evolve, they get paragon paths and epic destinies.  Pretty much everything is just a metaphor for the <acronym title="D&D 4th Edition">4e</acronym> rules.  The abilities are the same, the defenses are the same, etc.  The only major difference is that some of the skills are different, and that Pokemon do not use skills.  This is where trainers come in.<br />
 <br />
Trainers are no longer just the guy or gal standing in the background picking which moves their Pokemon use.  Trainers get their own ability scores, trained skills, powers, and feats.  They're the ones who do the skill challenges, not the Pokemon, who only use ability checks when necessary.  First thing to do for trainers is choose their class.  This determines which ability scores are most important for them and gives them a few features and a trainer power.  Trainer powers are different from traditional <acronym title="D&D 4th Edition">4e</acronym> rules in that the trainer themself does not use it.  Any one of the trainer's Pokemon can use a trainer power that the trainer has, but if the power is encounter or daily, the power can only be used once per encounter or day by all Pokemon.  For example, if a trainer has an encounter trainer power, and is using five Pokemon at once, only one of those Pokemon can use the power in this battle, because after that it is expended until the trainer takes a short rest with his Pokemon.<br />
 <br />
Which brings me to battles.  Battles in this are different from traditional Pokemon battles because they are tailored to fit <acronym title="D&D 4th Edition">4e</acronym> rules.  Of course, this makes them more fun in my opinion.  You now have 4 - 6 Pokemon at once on the battlefield.  Being a tabletop RPG, there will likely (hopefully) be 4 - 6 players and one PM (Pokemon Master), so each player will control one Pokemon at a time, but have the option to choose which Pokemon they use.  This prevents much confusion from having to deal with 5 fully fleshed &quot;PCs&quot; all at once.<br />
 <br />
So, before I get ahead of myself, let me return to the first speed bump I need some help getting over: the trainer classes.  The trainer classes are based off of the Pokedex holders from the manga, so the first four are the Battler, the Evolver, the Healer, and the Raiser.  (The idea behind trainers is that their Pokemon learn from their trainer's physical and mental abilities, so if a trainer is strong, that will lend to their Pokemon being strong, etc.  See the Evolver or the Raiser for good examples of this.)<br />
 <br />
<b>BATTLER</b><br />
 <br />
Battlers focus on strategy and tactics to win battles.  They recognize that high accuracy is a more tactically sound strategy than high damage.  They put physical strength and toughness second to strategy.  They also draw a bit on experience and gut instinct to help out in dire straights.<br />
 <br />
<b>Primary Abilities:</b> Intelligence<br />
<b>Secondary Abilities: </b>Strength, Constitution<br />
<b>Tertiary Abilities:</b> Wisdom<br />
 <br />
<b>Battler's Strategy:</b> You have the <i>battler's strategy </i>power.<br />
 <br />
<font color="red"><b>Battler's Strategy</b> Battler Trainer Power</font><br />
<b><font color="white">Encounter</font></b><br />
<b>Free Action, Personal</b><br />
<b>Trigger:</b> You miss with an attack.<br />
<b>Effect:</b> Add 1d6 to the attack roll.<br />
 <br />
<b>EVOLVER</b><br />
 <br />
Evolvers prepare their Pokemon for evolution.  During evolution, a Pokemon uses a lot of energy, so evolvers try to keep their Pokemon tough and healthy to withstand that event when it comes.  Some evolvers use strategy to endure battles while others use gut feelings.  All evolvers recognize that while toughness helps endure the battles it takes to reach evolution, strength will help win those battles.<br />
 <br />
<b>Primary Ability:</b> Constitution<br />
<b>Secondary Abilities:</b> Intelligence, Wisdom<br />
<b>Tertiary Ability:</b> Strength<br />
 <br />
<b>Evolver's Preparation:</b> You have the <i>evolver's preparation </i>power.<br />
 <br />
<font color="red"><b>Evolver's Preparation</b> Evolver Trainer Power</font><br />
<b><font color="white">Encounter</font></b><br />
<b>Free Action, Personal</b><br />
<b>Trigger:</b> You are hit by an attack.<br />
<b>Effect:</b> Add 1d6 to the defenses targeted by the triggering attack for the duration of that attack.<br />
 <br />
<b>HEALER</b><br />
 <br />
Healers hate to see their Pokemon get hurt, so they focus on not letting their Pokemon faint.  They are usually very close to nature, from which they can get medicine that will aid their Pokemon.  Healers try to let their Pokemon take as little damage, so they focus on either enduring that damage or dodging it.  Most all healers realize that encouragement can be a great help in keeping their Pokemon standing.<br />
 <br />
<b>Primary Ability:</b> Wisdom<br />
<b>Secondary Abilities:</b> Constitution, Dexterity<br />
<b>Tertiary Abililty:</b> Charisma<br />
 <br />
<b>Healer's Encouragement:</b> You have the <i>healer's encouragment </i>power.<br />
 <br />
<font color="red"><b>Healer's Encouragement </b>Healer Trainer Power</font><br />
<b><font color="white">Encounter * Healing</font></b><br />
<b>Free Action, Personal</b><br />
<b>Trigger:</b> You receive healing.<br />
<b>Effect:</b> You regain 1d6 additional hit points.<br />
 <br />
<b>RAISER</b><br />
 <br />
Raisers train their Pokemon in harsh environments to make them stronger.  The raiser's tactic is to simply get as strong as possible to beat all those who stand against them as quickly and brutally as possible.  Raisers try to increase their Pokemon's damage output by training them to hit their opponent's weak spots and by encouraging them to give them more strength.  Raisers rely on instincts before set strategies, knowing that battles can be won best through improvising.<br />
 <br />
<b>Primary Ability:</b> Strength<br />
<b>Secondary Abilities:</b> Dexterity, Charisma<br />
<b>Tertiary Abilities:</b> Wisdom<br />
 <br />
<b>Raiser's Example:</b> You have the <i>raiser's example</i> power.<br />
 <br />
<font color="red"><b>Raiser's Example</b> Raiser Trainer Power</font><br />
<b><font color="white">Encounter</font></b><br />
<b>Free Action, Personal</b><br />
<b>Trigger:</b> You deal damage with an attack.<br />
<b>Effect:</b> You deal 1d6 extra damage.<br />
 <br />
So there's what I have so far.  As you can see, they are a bit lacking in additional features.  In fact, they are completely lacking in additional features.  I'm at less of a speed bump and more of a brick wall with coming up with useful features that utilize the trainer's abilities in their order of importance.  There are two secondary abilities because I want their to be one feature, like most <acronym title="D&D 4th Edition">4e</acronym> classes, that gives you two options that each use a different score and let you choose which one you want.  Since trainer's don't do any attacking, I need to find a way for their primary ability score to still be the most important one, then the secondary score, whichever they choose, to be a little less important, and the tertiary score only affects minor things.<br />
 <br />
If anyone has any ideas on this problem or other problems you see in the future, I want to hear everything!  And if you're curious as to what else I have in store, I'd be glad to answer, provided I've gotten that far yet.</div>

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			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>Camelot</dc:creator>
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			<title>Class APS - Primal Cleric</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268182-aps-primal-cleric.html</link>
			<pubDate>Wed, 18 Nov 2009 18:39:38 GMT</pubDate>
			<description>Design Goal:  Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like...</description>
			<content:encoded><![CDATA[<div><font size="3"><font size="2"><b>Design Goal:  </b>Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.<br />
<br />
<b>Why?: </b> Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.<br />
<br />
<b>Rules Clarification:  </b>The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.<br />
<b>Example:</b> Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.<br />
<br />
</font><b>SAGE</b></font><br />
     <font face="&amp;quot">As devoted followers of the archfey, primal clerics exhibit a care for nature and its creatures to rival tribal shamans.  The sage wields primal magic in an organized manner, twisting it to meet the party's individual needs.</font><br />
  <font face="&amp;quot"> As a primal cleric, you lose out on your ability to channel divinity, and life in the wild has proven the use of heavier armor as more hindrance than help.  Because of this, you have developed a tougher exterior and call on the powers of the archfey to protect your allies.</font><br />
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	<div class="smallfont" style="margin-bottom:2px"><b>MODIFIED CLASS TRAITS</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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		Replace the appropriate text from the Cleric Class Traits in the PHB with the following.<br />
<br />
        <b>Power Source:  </b>Primal. You worship an arch-fey of the feywild.  Your dedication has earned notice and you are gifted primal magic to wield in the name of your patron.<br />
   <br />
  <b>Armor Proficiencies:</b>  Cloth, Leather<br />
<b>Implements:</b>  Staffs, totems<br />
  <b>Bonus to Defenses:</b>  +1 Fortitude, +1 Will<br />
   <br />
  <b>Hit Points at 1st Level:</b>  14 + Constitution score<br />
<b>Trained Skills:</b> Nature.  From the Cleric class skills list, choose three more trained skills at 1st level.<br />
   <br />
  <b>Class Features:</b>  Fey Nature, Healer's Lore, Ritual Casting<br />
  
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</div><div style="margin:5px 20px 20px 20px">
	<div class="smallfont" style="margin-bottom:2px"><b>SAGE CLASS FEATURES</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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		<br />
  <br />
<font face="&amp;quot"><b>Fey Nature</b></font><br />
Your worship of a powerful archfey lets you utilize primal magic to help yourself and those with you.<br />
- You gain Toughness as a bonus feat.<br />
- You gain a +1 bonus to AC.  Increase this bonus to +2 at 11th level, and +3 at 21st level.<br />
- You have the <i>life cycle </i>power.
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	</div>
</div><div style="margin:5px 20px 20px 20px">
	<div class="smallfont" style="margin-bottom:2px"><b>SAGE POWERS</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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		 The primal cleric has access to all cleric powers. You can also choose the following powers which give you a more distinct identity as a primal class.<br />
    <br />
  <font size="3"><font color="DarkRed"><b><font face="&amp;quot">Life Cycle</font></b><font face="&amp;quot"> Sage Feature</font></font></font><br />
<font size="2"><i>You can call the healing power of feywild plants into being in even the most desolate of locales.</i></font><br />
  <font size="2"><b><font face="&amp;quot">Encounter </font></b><b><font face="&amp;quot">&#8226;</font></b><b><font face="&amp;quot"> Healing, Primal</font></b><br />
<b><font face="&amp;quot">Standard Action               Close</font></b></font>   <font face="&amp;quot"><font size="2"> burst 1 + Wisdom modifier</font></font><font size="2"><br />
</font><font face="&amp;quot"><font size="2"><b>Target:</b>  You and each ally; each target can benefit from the effect once.<br />
<b>Effect:</b>  Until the end of your next turn, if the target moves into or starts its turn in the area, you can spend a healing surge as a free action and regain no hit points.  Instead, the target regains hit points as if it had spent a healing surge.</font></font><font size="2"><br />
</font><font face="&amp;quot"><font size="2"><i>Level 6:</i>  The target regains 1d6 additional hit points.</font></font><font size="2"><br />
</font>   <font face="&amp;quot"><font size="2">  <i>Level 11: </i></font></font><font face="&amp;quot"><font size="2">The target regains 2d6 additional hit points.</font></font><font size="2"><br />
</font><font face="&amp;quot"><font size="2"><i>Level 16:  </i></font></font><font face="&amp;quot"><font size="2">The target regains 3d6 additional hit points.</font></font><font size="2"><br />
</font>   <font face="&amp;quot"><font size="2">  <i>Level 21: </i></font></font><font face="&amp;quot"><font size="2">The target regains 4d6 additional hit points.</font></font><font size="2"><br />
</font>   <font face="&amp;quot"><font size="2">  <i>Level 26: </i></font></font><font face="&amp;quot"><font size="2">The target regains 5d6 additional hit points.</font></font><font size="2"><br />
</font>   <br />
  <font size="3"><font color="DarkGreen"><b><font face="&amp;quot">Feywild Defense </font></b></font></font><font face="&amp;quot"><font size="3"><font color="DarkGreen">Sage Attack 1</font></font></font><br />
<i>You encourage allies to stay close and strengthen them against attacks.</i><br />
  <b><font face="&amp;quot">At-will </font></b><b><font face="&amp;quot">&#8226;</font></b><b><font face="&amp;quot"> Implement, Primal</font></b><br />
<b>Standard Action Close</b> blast 5<br />
<b><font face="&amp;quot">Target:</font></b><font face="&amp;quot">  One creature in the blast</font><br />
  <b><font face="&amp;quot">Attack:</font></b><font face="&amp;quot">  Wisdom vs. Reflex</font><br />
  <b><font face="&amp;quot">Hit:</font></b><font face="&amp;quot"> 1d8 + Wisdom modifier damage.  Until the end of your next turn, you and your allies gain a +1 power bonus to AC while adjacent to at least one other ally.</font><br />
  <font face="&amp;quot">  Level 21:  2d8 + Wisdom modifier damage.</font><br />
  <br />
  <font size="3"><font color="DimGray"><b><font face="&amp;quot">Winds of Change </font></b></font></font><font face="&amp;quot"><font color="DimGray"><font size="3">Sage Attack 1</font></font></font><br />
  <i><font face="&amp;quot">The lord of frost gifts your allies while punishing your enemy.</font></i><br />
  <b><font face="&amp;quot">Daily </font></b><b><font face="&amp;quot">&#8226;</font></b><b><font face="&amp;quot"> Cold, Implement, Primal</font></b><br />
  <b><font face="&amp;quot">Standard Action Close </font></b><font face="&amp;quot">blast 5</font><br />
  <b><font face="&amp;quot">Target:</font></b><font face="&amp;quot"> Each enemy in blast</font><br />
  <b><font face="&amp;quot">Attack:</font></b><font face="&amp;quot"> Wisdom vs. Fortitude</font><br />
  <b><font face="&amp;quot">Hit:</font></b><font face="&amp;quot"> 1d10 + Wisdom modifier cold damage.<br />
<b>Miss:</b>  Half damage<br />
<b>Effect:</b>  Each ally in the blast makes a saving throw with a +5 power bonus.<br />
</font>   <br />
  <font size="3"><font color="DarkRed"><b><font face="&amp;quot">Bonds of the Archfey </font></b></font></font><font face="&amp;quot"><font color="DarkRed"><font size="3">Exemplar Utility 2</font></font></font><br />
  <i><font face="&amp;quot">You share your ally's pain.</font></i><br />
  <b><font face="&amp;quot">Daily </font></b><b><font face="&amp;quot">&#8226;</font></b><b><font face="&amp;quot"> Primal</font></b><br />
<b>Immediate Interrupt Ranged</b> 10<br />
<b>Trigger:</b>  An ally within range takes damage<br />
<b><font face="&amp;quot">Effect:</font></b><font face="&amp;quot"> You and your ally each take one-half the damage.</font><br />
  <br />
  <font size="3"><font color="DimGray"><b><font face="&amp;quot">Improved Winds of Change </font></b></font></font><font face="&amp;quot"><font color="DimGray"><font size="3">Sage Attack 15</font></font></font><br />
   <i><font face="&amp;quot">The lord of frost gifts your allies while punishing your enemy.</font></i><br />
   <b><font face="&amp;quot">Daily </font></b><b><font face="&amp;quot">&#8226;</font></b><b><font face="&amp;quot"> Cold, Implement, Primal</font></b><br />
   <b><font face="&amp;quot">Standard Action Close </font></b><font face="&amp;quot">blast 5</font><br />
   <b><font face="&amp;quot">Target:</font></b><font face="&amp;quot"> Each enemy in blast</font><br />
   <b><font face="&amp;quot">Attack:</font></b><font face="&amp;quot"> Wisdom vs. Fortitude</font><br />
   <b><font face="&amp;quot">Hit:</font></b><font face="&amp;quot"> 2d10 + Wisdom modifier cold damage.<br />
<b>Miss:</b>  Half damage<br />
<b>Effect:</b>  Each ally in the blast makes a saving throw with a +5 power bonus.</font><br />
<br />
<font size="3"><font color="DimGray"><b><font face="&amp;quot">Greater Winds of Change </font></b></font></font><font face="&amp;quot"><font color="DimGray"><font size="3">Sage Attack 29</font></font></font><br />
   <i><font face="&amp;quot">The lord of frost gifts your allies while punishing your enemy.</font></i><br />
   <b><font face="&amp;quot">Daily </font></b><b><font face="&amp;quot">&#8226;</font></b><b><font face="&amp;quot"> Cold, Implement, Primal</font></b><br />
   <b><font face="&amp;quot">Standard Action Close </font></b><font face="&amp;quot">blast 5</font><br />
   <b><font face="&amp;quot">Target:</font></b><font face="&amp;quot"> Each enemy in blast</font><br />
   <b><font face="&amp;quot">Attack:</font></b><font face="&amp;quot"> Wisdom vs. Fortitude</font><br />
   <b><font face="&amp;quot">Hit:</font></b><font face="&amp;quot"> 3d10 + Wisdom modifier cold damage.<br />
<b>Miss:</b>  Half damage<br />
<b>Effect:</b>  Each ally in the blast makes a saving throw with a +5 power bonus.</font>
		</div>
	</div>
</div>As always, I appreciate any thoughts/feelings on these. Gonna work through each available power source/class, and I'm willing to take requests.<br />
<br />
Here is the <a href="http://www.enworld.org/forum/blogs/malcolm_n/1613-links-pnumadesi-work.html" target="_blank">List of other Alternate Power Sources</a> and other works I've completed so far.</div>

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			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>malcolm_n</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/4e-fan-creations-house-rules/268182-aps-primal-cleric.html</guid>
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			<title>Rules Simpler Treasure System with (mostly) Random Loot</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268176-simpler-treasure-system-mostly-random-loot.html</link>
			<pubDate>Wed, 18 Nov 2009 12:48:43 GMT</pubDate>
			<description><![CDATA[The new system in three lines: 
The DM randomizes (most) loot. 
Selling old stuff is at half price, not at 20% of list price. 
All treasure parcels containing magic items are raised by one level. 
A handy link for random loot generation is Quartermaster - Asmor.com.  Don't forget to raise only the...]]></description>
			<content:encoded><![CDATA[<div><font size="4"><b>The new system in three lines:</b><br />
</font><ol style="list-style-type: decimal"><li><b><font size="2">The DM randomizes (most) loot.</font></b></li>
<li><b><font size="2">Selling old stuff is at half price, not at 20% of list price.</font></b></li>
<li><b><font size="2">All treasure parcels containing magic items are raised by one level.</font></b></li>
</ol>A handy link for random loot generation is <a href="http://www.asmor.com/scripts/4eMagicItems/randomTreasure.php" target="_blank">Quartermaster - Asmor.com</a>.  Don't forget to raise only the items by one level; the gold rewards should stay the same!<br />
<br />
<font size="4"><font size="2"><b><font size="4">Motivation:</font></b><br />
</font></font><br />
I don't like the <acronym title="D&D 4th Edition">4e</acronym> wealth system much: It presumes that players essentially get items they can really use.  But that's problematic:<br />
<br />
<i><font size="3">Problems with <acronym title="Rules as Written">RAW</acronym>:</font></i><br />
<ul><li>It's poor for immersion to have wish-lists.  These are boring, and remind you of the fact that your character isn't really in the world, he's finding stuff you prepicked-not what matches the story line.</li>
<li>It's a hassle for DM that now need to keep a close eye on <i>what</i> they're handing out; handing out useless items seriously gimps players.</li>
<li>On the other hand, full player-conceived item choice can heavily favor finding exceptionally specific (broken) items.</li>
<li>Item creation rituals are usually pointless.</li>
</ul>I'd like to fix the wealth system.  I think it's important to realize what a house rule here should achieve, and particularly what it <i>won't</i> bother trying to achieve.<br />
<br />
<i><font size="3">Aims &amp; Scope of Houserule:</font></i><br />
<ul><li>The wealth system should be <b>more robust</b> in the face of DM laziness, mistakes or simply misunderstanding where a player wants to take a PC:  I don't want to have to spend tons of time selecting the right items; if I select nonsense or <b>even occasionally something random</b>, this shouldn't be a major set-back to the party.</li>
<li><b>No wish lists</b> should be required or encouraged.  <b>Party-tailored items should be rare</b> and used for dramatic effect, not the default. It's always cool to find a great and fitting item, but that should be a real cool find, not the norm (gee, another item that's perfectly tailored to my needs!)</li>
<li>The system will <i>NOT</i> address the availability of overpowered items.  If a 6th level iron armbands is an attractive buy even at 10th level, players <i>will</i> have enough gold to buy this.  This fix is about the <i>wealth</i> system, not specific items.  On the other hand, since there's no wishlist nor expectation of tailored items, you're no longer in the quandary of either denying a bloodclaw-wielder his weapon of choice or overpowering the PC: you can avoid including it without impacting the wealth system or getting into difficult situatoins.  He could buy or forge the item anyhow, but he may get it a bit later (which can be a balancing factor).  Really broken items will need to be addressed seperately and not by this fix.</li>
</ul>So, these are the aims.  Next up, expected wealth by level.</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>eamon</dc:creator>
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			<title>Help with designing some scifish warlock stuff</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268103-help-designing-some-scifish-warlock-stuff.html</link>
			<pubDate>Mon, 16 Nov 2009 20:59:43 GMT</pubDate>
			<description>I have this idea for a radiation warlock. the idea came to me because of a feat out of the recent warlock articale in Dragon Magizine preforming the pact.  The feat is spirit poison, and it gives a warlock power that has either posion or necrotic, the poison or necrotic keyword depending on the...</description>
			<content:encoded><![CDATA[<div>I have this idea for a radiation warlock. the idea came to me because of a feat out of the recent warlock articale in Dragon Magizine preforming the pact.  The feat is spirit poison, and it gives a warlock power that has either posion or necrotic, the poison or necrotic keyword depending on the which keyword it has.  Now the reason why this is important, is instead of making the radiation keyword I have been saying that radiation is the combination of two  keywords: necrotic and poison. The dark pact warlock has alot of powers that have either poison and necrotic keywords. <br />
 <br />
Now the idea I need help in is designing a paragon path and epic destiny based on the radiation warlock idea.  The paragon path I don't really have a solid idea on, except the name Lord of the Nuclear flame (or radiation priest but I even less of a solid idea for that). But for the epic destiny I have the Living Radiation (Avatar of the split Atom), basically a transformation epic destiny, Where you become a being of pure destructive energy....but thats all I got...as I said I'm not every good at coming up with these things, so any help I can get I'll be thankful</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>raptor112</dc:creator>
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			<title>Race Katta (from Quest For Glory)</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268080-katta-quest-glory.html</link>
			<pubDate>Mon, 16 Nov 2009 16:11:17 GMT</pubDate>
			<description><![CDATA[This is the katta race, as seen in the Quest For Glory adventure games from the early 90s by Sierra. They are a race of cat-like people with a definite &quot;arabian nights&quot; feel to them. Okay, well, critique away! 
 
 
 
 
 
 
KATTA 
   
  Ability Score: +2 Dexterity, +2 Charisma]]></description>
			<content:encoded><![CDATA[<div><font face="&amp;quot">This is the katta race, as seen in the Quest For Glory adventure games from the early 90s by Sierra. They are a race of cat-like people with a definite &quot;arabian nights&quot; feel to them. Okay, well, critique away!</font><br />
<br />
<br />
<b><font face="&amp;quot"><br />
</font></b><br />
<b><font face="&amp;quot"><br />
</font></b><br />
<b><font face="&amp;quot">KATTA</font></b><br />
  <br />
  <b><font face="&amp;quot">Ability Score:</font></b><font face="&amp;quot"> +2 Dexterity, +2 Charisma<br />
<b>Size:</b> Small<br />
<b>Speed:</b> 7<br />
<b>Vision:</b> Low-light<br />
<b>Languages:</b> Common <br />
<b>Skill Bonuses:</b> +2 Acrobatics, +2 Perception<br />
<b>Nimble Dodge:</b> You gain a +1 to all defenses against close or area attacks<br />
<b>Land on Your Feet:</b> When calculating falling damage, reduce the distance by 15 feet. <br />
<b>Cat’s Claws:</b> Your unarmed attacks deal an additional +2 damage.</font><br />
  <b><font face="&amp;quot">Shrewd Merchant:</font></b><font face="&amp;quot"> You gain a +2 to any Diplomacy, Bluff, or other skill check used to get a better price on an item.<br />
<b>Uncanny Awareness:</b> You may use <i>Uncanny Awareness</i> as an encounter power.</font><br />
  <br />
          <font color="white"><b><font face="&amp;quot">Uncanny Awareness</font></b><font face="&amp;quot"> / Katta Racial Power</font><i><font face="&amp;quot"><br />
You weave through the fray with ease, deftly   avoiding the weapons and attentions of your foes.</font></i><br />
<b><font face="&amp;quot">Encounter</font></b><br />
<b><font face="&amp;quot">Free Action /</font></b><b><font face="&amp;quot">              Personal</font></b><br />
<b><font face="&amp;quot">Effect: </font></b></font>                                                       <font color="White"><font face="&amp;quot">Until   the end of your turn, none of your actions provoke opportunity attacks.</font></font><br />
                         <br />
<br />
<br />
<font face="&amp;quot"><br />
</font><br />
  <b><font face="&amp;quot">FEATS</font></b><font face="&amp;quot"><br />
<br />
<b>Shrewd Merchant [Katta]</b><br />
Prerequisite: Katta, Charisma 13<br />
Benefit: You get +10% of the value when selling items.<br />
<br />
<b>Sharpened Awareness [Katta]</b><br />
Prerequisite: Katta, <i>Uncanny Awareness </i>racial power<br />
Benefit: After using your <i>Uncanny Awareness</i> power, you also gain a +2 bonus to AC and Reflexes until the end of your next turn.<br />
<br />
<b>Renewed Awareness [Katta]</b><br />
Prerequisite: Katta, <i>Uncanny Awareness </i>racial power, 11th level<br />
Benefit: You may spend an action point to regain use of your <i>Uncanny Awareness </i>power. Use only once per encounter.</font></div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>MaclimesZero</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/4e-fan-creations-house-rules/268080-katta-quest-glory.html</guid>
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			<title>Rules Two related rules: Christianity and Earth</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268075-two-related-rules-christianity-earth.html</link>
			<pubDate>Mon, 16 Nov 2009 14:24:21 GMT</pubDate>
			<description><![CDATA[I'm rather curious about creating a set of house rules to allow D&amp;D 4e (of which I am a big fan) to work 1) on earth, and 2) with Christianity. I'm thinking something along the high-fantasy setting of the Arthurian legends: high fantasy, yet with an intriguing interaction with Christianity and its...]]></description>
			<content:encoded><![CDATA[<div>I'm rather curious about creating a set of house rules to allow D&amp;D <acronym title="D&D 4th Edition">4e</acronym> (of which I am a big fan) to work 1) on earth, and 2) with Christianity. I'm thinking something along the high-fantasy setting of the Arthurian legends: high fantasy, yet with an intriguing interaction with Christianity and its rituals and ideals. Take, for example, the birth of Merlin, conceived by a plot of evil fey who were thwarted by Merlin the baby being Christened.<br />
<br />
What are some possible tweaks to the system? I'm honestly not sure where to start. I imagine most of it will be due to flavor rather than mechanical tweaks. Eladrin would be a perfect fit here, but what about Dragonborn? Can they be reskinned, or should they just be banned outright? Or might there still be some place for them in this world?<br />
<br />
I created an alternate setting in another campaign which was monotheistic, with very few tweaks: the &quot;gods&quot; were simply saints or heretics who had lived in the world and passed away long ago. But I'm curious what other people think on the matter: could something similar work in Christianity's context? Are there other possible ways of portraying this?</div>

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			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>cmbarona</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/4e-fan-creations-house-rules/268075-two-related-rules-christianity-earth.html</guid>
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			<title>Help Me With Two Traps</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268067-help-me-two-traps.html</link>
			<pubDate>Mon, 16 Nov 2009 07:57:00 GMT</pubDate>
			<description><![CDATA[I want to use a couple of traps to create a kind of Indiana Jones thing. 
 
The first trap I want to be a long corridor that's actually suspended above one massive pit. Think the floor from that one JEHOVAH trap in The Last Crusade. Except it's really long. 
 
For the players to succeed, they have...]]></description>
			<content:encoded><![CDATA[<div>I want to use a couple of traps to create a kind of Indiana Jones thing.<br />
<br />
The first trap I want to be a long corridor that's actually suspended above one massive pit. Think the floor from that one JEHOVAH trap in The Last Crusade. Except it's really long.<br />
<br />
For the players to succeed, they have to travel the length of the long corridor while the floor is collapsing beneath them. So it's something of a race. Can they outrun the collapsing floor?<br />
<br />
I'm not 100% sure how to do this. I'm not certain this is even a trap, might be a skill check. There are things I know I want, though.<br />
<br />
1: I want PCs to be able to help each other out, like have one PC grab another to stop him from falling when the second PC fails, or even throw a rope to a PC.<br />
2: Players should be able to use ingenuity to avoid the trap.<br />
3: If a PC fails, he falls and takes damage and is screwed. <br />
<br />
The other trap is a standard &quot;the walls are closing in&quot; trap, which I'm certain I've seen but I can't find the damn thing.</div>

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			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>mattcolville</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/4e-fan-creations-house-rules/268067-help-me-two-traps.html</guid>
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			<title>Class Your biggest gripes with the warlock?</title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268039-your-biggest-gripes-warlock.html</link>
			<pubDate>Sun, 15 Nov 2009 23:23:10 GMT</pubDate>
			<description><![CDATA[I'm looking to compile a list of the most common gripes people have with the warlock. I'd like to focus on each pact and what particular gripes people have with them. 
 
If people could list their gripes under a pact heading, that would be super useful, ie.  
 
Fey Pact 
Tieflings make better fey...]]></description>
			<content:encoded><![CDATA[<div>I'm looking to compile a list of the most common gripes people have with the warlock. I'd like to focus on each pact and what particular gripes people have with them.<br />
<br />
If people could list their gripes under a pact heading, that would be super useful, ie. <br />
<br />
<b>Fey Pact</b><br />
Tieflings make better fey warlocks than the fey races do!</div>

]]></content:encoded>
			<category domain="http://www.enworld.org/forum/4e-fan-creations-house-rules/">4e Fan Creations and House Rules</category>
			<dc:creator>Kzach</dc:creator>
			<guid isPermaLink="true">http://www.enworld.org/forum/4e-fan-creations-house-rules/268039-your-biggest-gripes-warlock.html</guid>
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			<title><![CDATA[Mystara conversion of 'Scales of War' - Having second thoughts]]></title>
			<link>http://www.enworld.org/forum/4e-fan-creations-house-rules/268022-mystara-conversion-scales-war-having-second-thoughts.html</link>
			<pubDate>Sun, 15 Nov 2009 13:49:03 GMT</pubDate>
			<description>Having read the AP right through to the most recent instalment at the time of writing (Legacy of Io), I am getting more and more convinced that a Mystara conversion is going to prove difficult.  The chief sticking point is the whole Bahamut/Tiamat conflict and their history from the death of Io...</description>
			<content:encoded><![CDATA[<div>Having read the AP right through to the most recent instalment at the time of writing (Legacy of Io), I am getting more and more convinced that a Mystara conversion is going to prove difficult.  The chief sticking point is the whole Bahamut/Tiamat conflict and their history from the death of Io onwards, and even Vecna (or rather his minions) makes a significant appearance.  <br />
<br />
I have a two-fold problem really: one aspect is that I would really rather be true to the Mystara mythos and pantheon (not to mention the geography and history), but the other is that I and my players have all been playing long enough to know and appreciate the history of Io/Bahamut/Tiamat and therefore appreciate the unfolding story.  I will be honest and say I am having second thoughts about the conversion and, as a knock-on effect, about running the whole thing.<br />
<br />
Fortunately, we have not yet come through to the end of &quot;Siege of Bordrin's Watch&quot;, which can serve as a standalone adventure quite well.  So I wouldn't have any issues with leaving a story half-finished.<br />
<br />
Part of me is angry with the publishers because this was precisely the point raised at the start of the venture, that DMs need to know what it is they are getting into, campaign-wise.  If it had been clear from the start just what was behind things in later chapters, I would not have wasted my time.<br />
<br />
Any thoughts?</div>

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			<dc:creator>DNH</dc:creator>
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