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Nov 10

4E “Fixes”

One DM has fixed a few things he wasn’t happy with in 4th Edition and some of them seem actually workable.  I know, I say that like most of the time it isn’t.  Well yeah. :)

Anyway here’s the intro and here’s a link to the full posting as well as the followup discussions.

Image Credits

Disclaimer: This thread isn’t an attack on 4e. However I am preparing to run it and I wanted to make some tweaks to make the game run as best it can for me and my particular group. I figured that I’d post a thread about it so that I can get any additional feedback that folks care to give. And if somebody likes some of the ideas presented and wants to adopt them for their game then that’s great too.

So yeah, I’m gearing up to run my first 4e campaign since the game came out. I’m really excited about the setting I’ve come up with (maybe I should start another ENW thread about that…) and I think that 4e will be a good fit for our group’s playstyle at this point in our gaming careers. However it has a few rough spots that I wanted to polish up to make that fit as perfect as possible for me and my group. So here are the places where I think it needs a bit of work and what I’m doing to fix them:

Skills – I like the new skill system in general. I like that the list is shorter and has fewer skills covering broader areas. What I didn’t like so much was that some skills that add a bit of flavor to the game were cut out. I’m speaking of Craft, Perform and Profession. This was an easy fix and it goes like this: At the start of the campaign, I ask each player two questions about their character. “What did you do to earn a living before becoming an adventurer?” and “What does your character do for enjoyment when not adventuring?” The answers to those questions become skills at which the PC is trained. We figure out an applicable ability modifier and we now have a skill bonus to that skill. Voila.

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