What if you could choose more freely how often you use a certain power and mix and trade in daily powers for multiple encounter powers?
These are new, simple rules for trading powers for other powers and action points for a more exciting game.
Have you ever been in a tough combat and found that the powers you have left aren’t useful at all? Or ended up choosing an attack power at level up when you really wanted something else? This post suggests some alternative rules to make powers in D&D more flexible and more fun!
In D&D you start out as a hero on level 1. What if you started out as a wannabe hero, or hero to be? What if.. you started at level zero?
Recently WOTC published the second version of the “Hybrid Characters Playtest” at DnD insider. Read on for a summary and my comments, and find out why I like these new rules!
I’ve tested the 4th edition bard by playing a gnome bard based on the “Players handbook 2″ excerpts. The bard plays the role of a leader, manipulating the battle field and providing healing. He is an arcane caster and rely on an implement (wand, songsword or musical instrument) to channel his powers.
Three new rules for critical hits, including instant kill and a Bard utility power!
An idea for point-based powers in D&D. Each character has an “energy pool” used to fuel powers.
This is an addon to the 4th edition skills. Read on for a good list of skills that add flavor to your character. Maybe you’ve been trained as a blacksmith or a violinist, worked as a baker or even a lawyer?
Here’s another rule suggestion to add flavor to your character!
As your character gets older, he turns physically weaker, but knows more feats or skills (and feats can buy skill points)…
This is a small rewrite of the D&D 4th edition skill progression system. It adds secondary skills. For example, “Read Lips” is a secondary skill of the “Perception” primary skill.