Ok, folks! I’ve got an idea for a brand new Fourthcore Team Deathmatch map. And it’s a crazy idea, brought forth partially by the death knells of the 4e Character Builder and partially by what I think is iconic behavior and feel for a first person shooter.
Are we going to create a character today? Sure we will. How about your average rogue/thief type character? Let’s do it. Remember, all these numbers are probably gonna change drastically between now (completely unplaytested and completely unproofread) and release time.
What do I want my rogue to do? Control, Protect, Support? Not “roguey” enough. We’ll go Duel primary, Smash secondary. At the moment, this matters little, since I’m just throwing ideas down and assigning arbitrary point values to them.
My brain is a little addled with the mechanics at the moment. I want to do a read-through of Warhammer Fantasy RP before continuing. It’s been suggested reading from a few different folks, so I’ll hit that up. Maybe find an actual play podcast.
So what am I gonna talk about if I’m not exploring more mechanics? Well, a lot of the systems I’m working off of here have some incredible ways of bringing your players’ characters into the game world. D&D 4e brings us Backgrounds (small snippets of story with a very minor mechanical benefit) and Themes (direct connection to game world, with tiered mechanical benefits throughout advancement). For the setting books (Dark Sun, Neverwinter, Shadowfell, etc) this is actually very well done, and IMO blows previous editions out of the water. There’s a lot of ways to tell the Dungeon Master where you want the story to go, and ways for the DM to guide players.
Last time, I said we’d discuss Hit Points and Defenses. Well, I was sort of right. Those are both going to be derived traits from the Combat Careers, which is the real focus of this post. I’m thinking about making D&D 4e style Hybrid classes the norm here. You choose a primary Career and a secondary – certain traits come in from both of them, and then Feats and Talents can be purchased as a member of both Careers.
Looks like I came up with a name for my little project. I’m borrowing such huge concepts from Edge of the Empire and smashing them into D&D – I figured “Edge of the Dungeon” seemed appropriate. Kinda like how Apocalypse World variations always have “World” in the title, or Dragon Age variations include “Age” somewhere, etc.
I’ve started an article on my Wiki for this game. So many fiddly bits! I’ve done a little design before, with Arcana Evolved Saga Edition, but never finished it. I outlined how this system should work from start to finish, but I think I’m going to boil this down to the base, and rebuild off of that. Find the mechanical hooks to hang things on one by one.
So I was thinking about what I said in my last blog post about making my own “love letter” to D&D – what would that mean to me? What could I do to make it my own? I spent so much time playing only 3.5e and Mutants and Masterminds that I now feel so free and open playing and running Cortex Plus, Edge of the Empire, and similar, more story-oriented games.
Who’s played Fantasy Flight Games’ Star Wars Edge of the Empire game? *counts hands* Awesome. Whaddya think of the dice? At first, I was afraid. I was petrified. Kept thinkin’ I could never live without numbers on my dice. Seriously though, it’s crazy to try to wrap your head around it if all you’ve ever seen are numbered dice. I had to listen to Order 66 to really get it. But once it clicked? Heck, I even made my own dice roller. The way the two axes of action resolution interact with the game is pretty incredible.
Over the last three weeks, I’ve run my local gaming group through my second convention module. I say second, but I never actually got a chance to run the first.
The mod takes place fifty years after Avatar: The Last Airbender and twenty years before Legend of Korra. Two of the PCs and one prominent NPC are the children of the main characters in A:TLA, and several characters in the mod go on to be part of TLoK.