oxinabox
2009-06-20, 10:37 AM
I was thinking,
i'm running a one off campaign, 4e over the uni holidays.
So i was thinking either a planar Trygalle Trade Guild [1] (http://www.codexofuniverses.com/universe/1/article/216) [2] (http://encyclopediamalazica.pbworks.com/Trygalle+Trade+Guild)
or a sailing one.
Now for sailing in 4e...
Skills like profession sailing, arn't defined.
So I'ld add that as a optional Class skill for All classes.
Use Rope, Can be done from dunno dungeoneering...
Maybe trained in sailing would give a synergy style +2 bonus to all use rope checks. i like that.
I'll have to check the adventures vaults rules of Vehicles.
just looking quickly i'm already going to have to house rule that you can't use Push, pull or Slide in a ship. which idiot put that in:
Immobilized: An immobilized vehicle cannot
move except by a pull, a push, or a slide effect. [AV] page 15
the rules don't seem great. no mater what the wind is doing the ship will always move forward. technically we can make a ship go into the wind.
But Not at the -4 penalty to speed the rule say.
I'ld have the tacking and waering till that dropped from exhaustion.
and i doubt my players would have it another way.
I am going to have to fiddle around with the mechanic alot for this.
I have to abstract the ships movement. maybe into a skill challenge?
We can abstract talking to people to gather information into a streetwise check so why not?
I can't have players hauling on individual ropes.
hmm the players will be needed for combat, so the'll have a crew.
So there skill checks will be a bonus to the base skill of there crew (depends on who they hire) from a PC instructing them, which would be a standard action, sustain - Standard. (maybe i should be nice and make it minor, depends on number of players)
Now assuming all my players don't want to be landlubbers.
The standard classes really arn't much fun on the High Sea.
Sure a fighter can be a Pirate.
But Honestly even with the loss of flexibility that when from 3.5 to 4.
I can still make a fighter replace almost any Physical Combat class.
I made a nice monk out of a tempest fighter, the other day.
I could Just tell the players to fluff there character differently.
or i could go and add some New Classes (there arn't any one DndWiki).
But everyone has there own idea of there sea fairing adventurer.
and since i don't trust them to create new classes themselves.
or more i would say sure Create your class.
any class features must mimic those of preexisting classes. (and i would examine these closely)
any powers must be the same as preexisting powers.
You can change the fluff.
But now what if I said:
Chose your class, it must exist in books i have on hand.
Chose your powers, from any class that has the same power source (arcane/martial/divine/primordial).
If it requires some class feature to work, you must have that class feature (by either being of that class or by multiclass feat giving you that feature)
If you want to multiclass outside of your power source standard rules apply.
Multiclassing within your powertype is only useful if you want class features.
exactly how much would i break the game?
I can't see any immediate problems.
Alot of problems like Someone using a rogue attack, with a great ax are removed by some one the already present rules. in the rogues case almost all melee powers say "Must be using a lightblade".
There is some loss of balance maybe someone being a paladin (to get martial weapon proffiency)
then using a Great Ax (1d12) instead of a Morning star (1d10) but it's not too major is it?
Wow long post, huh?
i'm running a one off campaign, 4e over the uni holidays.
So i was thinking either a planar Trygalle Trade Guild [1] (http://www.codexofuniverses.com/universe/1/article/216) [2] (http://encyclopediamalazica.pbworks.com/Trygalle+Trade+Guild)
or a sailing one.
Now for sailing in 4e...
Skills like profession sailing, arn't defined.
So I'ld add that as a optional Class skill for All classes.
Use Rope, Can be done from dunno dungeoneering...
Maybe trained in sailing would give a synergy style +2 bonus to all use rope checks. i like that.
I'll have to check the adventures vaults rules of Vehicles.
just looking quickly i'm already going to have to house rule that you can't use Push, pull or Slide in a ship. which idiot put that in:
Immobilized: An immobilized vehicle cannot
move except by a pull, a push, or a slide effect. [AV] page 15
the rules don't seem great. no mater what the wind is doing the ship will always move forward. technically we can make a ship go into the wind.
But Not at the -4 penalty to speed the rule say.
I'ld have the tacking and waering till that dropped from exhaustion.
and i doubt my players would have it another way.
I am going to have to fiddle around with the mechanic alot for this.
I have to abstract the ships movement. maybe into a skill challenge?
We can abstract talking to people to gather information into a streetwise check so why not?
I can't have players hauling on individual ropes.
hmm the players will be needed for combat, so the'll have a crew.
So there skill checks will be a bonus to the base skill of there crew (depends on who they hire) from a PC instructing them, which would be a standard action, sustain - Standard. (maybe i should be nice and make it minor, depends on number of players)
Now assuming all my players don't want to be landlubbers.
The standard classes really arn't much fun on the High Sea.
Sure a fighter can be a Pirate.
But Honestly even with the loss of flexibility that when from 3.5 to 4.
I can still make a fighter replace almost any Physical Combat class.
I made a nice monk out of a tempest fighter, the other day.
I could Just tell the players to fluff there character differently.
or i could go and add some New Classes (there arn't any one DndWiki).
But everyone has there own idea of there sea fairing adventurer.
and since i don't trust them to create new classes themselves.
or more i would say sure Create your class.
any class features must mimic those of preexisting classes. (and i would examine these closely)
any powers must be the same as preexisting powers.
You can change the fluff.
But now what if I said:
Chose your class, it must exist in books i have on hand.
Chose your powers, from any class that has the same power source (arcane/martial/divine/primordial).
If it requires some class feature to work, you must have that class feature (by either being of that class or by multiclass feat giving you that feature)
If you want to multiclass outside of your power source standard rules apply.
Multiclassing within your powertype is only useful if you want class features.
exactly how much would i break the game?
I can't see any immediate problems.
Alot of problems like Someone using a rogue attack, with a great ax are removed by some one the already present rules. in the rogues case almost all melee powers say "Must be using a lightblade".
There is some loss of balance maybe someone being a paladin (to get martial weapon proffiency)
then using a Great Ax (1d12) instead of a Morning star (1d10) but it's not too major is it?
Wow long post, huh?