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Brain Storming

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Ideas & Thoughts

This page is intended for notes, suggestions, initial thoughts and other contemplations that are not fully formed.  If you have questions or suggestions this is a good place to post them first.

Ground Rules

Where possible, I will reference the 4th edition PHB or the AE rulebook directly.  Where possible, I will lift rules whole cloth and fit AE systems into existing D&D frameworks.

Each AE class will have a new base class created with it's own class features.  I will not use D&D base classes directly, even where the classes are fairly close (i.e. Magister and Wizard.)

Where possible, I will lift powers directly from the PHB, or simply modify their special effects, but each class will have it's own list of powers.

Spell-like Powers will have Simple, Complex, and Exotic designators added, as well as a Power Source (i.e. Green, Arcane, Divine, et. al.)  These abilities will be selectable as class powers by any class that uses that source, in place of their base powers.  The restrictions on such selections will be part of the base class features.

Replacement levels will not be used.  Instead, there will be replacement powers that can be substituted for another similar power (i.e. At-Will, Encounter, Utility, or Daily) of the same or lower level.

Evolved levels will be replaced by Evolved Feats.

Most or all AE feats will be converted, except where D&D feats are very similar, in which case the D&D feat will be used instead.

Level conversion: first level D&D characters are similar to 2nd or 3rd level AE characters.  In general, I will convert characters as follows:

D&D Level = AE Level + 2

Races & Classes

Personally, I think the races will be easy, and should be designed from scratch. Evolved and racial levels would need a whole new system created for them, and would likely be represented as feats and new types of multi-class feats. That parts problematic. Replacement levels would need a similar treatment, being represented as replacement powers, or feats, or possibly as Paragon paths or replacement Paragon powers.

In truth, my preference would be to design all the classes from scratch. One of the best features of AE is that as you read each class, so many of their powers are unique and cool that you go "I'd enjoy playing that class!" I'd rather do the extra work to make sure the feel of each remains intact than try to get away with making them more generic, in the manner of the D&D PHB classes. For example, Warmains are more robust than ordinary D&D Fighters. This is really a class feature that would be represented in hit points and healing surges. How do you balance for that, if at all? Should balance with existing D&D classes even be a consideration? If so, it's only because play balance will be hard to get right without lots of play-testing, so basing the new class powers on existing 4th ed. powers allows leveraging of all the play-testing WotC did.

For a quick, workable conversion though, your suggestions certainly work. A few more thoughts on the classes:

Magister could be a Wizard or a Warlock.
Warmain could be a Fighter or a Warlord.
Unfettered could be a Rogue or a Ranger.

The above assume that the AE feats are all converted and some of the cooler class features would replace the D&D 4th ed. class features. In truth, I'd be tempted to allow the Warmain to select from the more physical abilities of Fighters and Warlords, Unfettered abilities from Rogue and Ranger, Ritual Warriors... you'd pretty much need to design from scratch. They're like Warlord/Warmain/Rogues. You might even accomplish this through use of the multi-class feats. You could just replace Unfettered with Rangers and Rogues and let the player choose. Same with Warmains replaced by Fighters and Warlords. In both cases, though, you lose some of the cool flavor of AE.

Paladin -> Champion would require a lot of tailoring to the templates laid out in AE. I'd probably just redesign the powers from scratch.

Witch is much cooler in AE than the 4th ed. Warlock, IMO. You could use Warlock as the basis, but you'd have to allow some kind of power swap for powers specific to the type of Witch. Again, you'd be making almost a whole new power roster.

Greenbond really has no equivalent. You could base them on Clerics, but realistically you'd need to create scratch powers or wait for the Druid to be published.

Runethanes and Totem Warriors are fairly unique and probably justify a whole new class in each case.

Oathsworn are clearly Monks, which again have not been published yet. New class.

Even more unique are the Akashics. They would be closest to Warlords or Rogues I suppose, would need their own powers list, and I would likely remove some of the class features for free multi-class feats, including allowing them to have more than one. You'd have to develop the rules for the Akashic memory, both in terms of knowledge skills, feats, and possibly aping other class' powers. Temporary multi-class feats, anyone? Free Jack-of-Trades feat, and Utility powers that enhance skills. Really, 4th ed. should suit these guys well.