Okay, 4th edition is by far my least favorite version of Dungeons and Dragons. However, that still doesn't mean I hate it. Heck I've had a lot of fun playing Living Forgotten Realms. My preference might be for more old school games, but I still think 4th edition isn't completely bad. Once in a while I get the urge to play it. With my discovery of roll20.net this is completely feasible and I'm getting the urge...
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However, if I do play it I'm likely to make a few rule changes. These include:
- Alignments are the nine traditional ones. However, you need not choose one of these and may choose to be unaligned.
- Races might get some tweaks. For instance I like Hobbit halflings.
- Hit points will be lower. I might even use hit dice.
- There may be some changes to the rules for rests. Perhaps a third category of rests will be introduced, with this one restoring all hp and the lesser rests restoring hp at a lower rate.
The "Core Assumptions" will also be altered:
The World is Mysterious, But Not All Of It: Much of the world is covered with "swathes of light" with hundreds of villages that are relatively safe, with the occasional "point of darkness". However, the campaign will focus on the borderlands between these swathes of light, where it is much more mysterious and there are only the occasional "point of light"
Monsters are Everywhere on the Borderlands: Again, there are large swathes of light, where it is mostly safe. It's mostly on the edges of civilization that you have to worry about villages being wiped out.
Adventurers are Not Exceptional: The PCs might be special, but only if they overcome many difficulties to earn it. Just anybody could potentially be an adventurer.
The Common Races Sometimes Band Together: Alliances of men, elves and dwarves have stood against hordes of goblins, trolls and giants in the past, yes, but just as often have quarreled against each other. In human kingdoms civil wars are common, with feuding lords levying their people to march against their enemies just about every springtime after they have finished their planting.
Magic is Not Everyday: Peasants will often see magic, but they do not understand it very well. The common folk tend towards superstition.
Primordals Don't Exist: I'm not using the concept of primordals.
Gods Are Active: Gods regularly walk the world, and often interact with mortals.
Generally I will be using more story elements from pre-4e. Archons are lawful good immortals, Eladrins are chaotic good immortals. Succubi are demons. The planes hew closer to the Great Wheel model. Etc.
So, what do you think? Is it even worth bothering with 4e? Should I just stick with versions of D&D that are closer to my ideal? Will I even be able to find players willin to use these house rules?