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# Dragon Tactics ##### A 4e D&D Rework ## Math and Level Advancement Keep ASI increases at *4 and *8, all scores increase at 11/21. New "Quest" bonus given out by DM every ~3 levels or so (flexibility permitted), quest bonus goes up to +10. Quest bonus replaces "enhancement bonus" and feat tax. Damage and HP reworked to push combat time down at all levels, primarily by boosting damage from dailies. Removed half level bonus. "Training" in a skill changed from +5 to +3, new "Expert" level added that adds +6. ## Races The race list has been examined and text has been reworked to be Eberron specific. Some subrace rules have been incorporated to handle cultural differences. ## Classes Six new classes: Five from the new Shadow power source, and the Seeker. In addition, there's been a broad tuning and cutting pass to remove trap choices from classes. ## Feats Feats have been completely reworked from one every two levels plus one to start to one at *1, *4, and *8. *1 feats are generics, *4 feats are source-based, *8 feats are class-based. Also, at first level each character can choose a flaw in exchange for an additional level 1 feat. ## Skills While the 4e skill list is pretty great, the 5e skill list had some good innovations like replacing Heal with Medicine. Furthermore, experience with other RPG's has led me to do some modifications to the skill list, most importantly explicitly removing knowledge skills. Things like "Monster Knowledge" are a know/don't know thing, as the roll to not metagame simply isn't interesting. ## Magic Items Magic items are de-emphasized, trimming down on 4e's 'Christmas Tree' tendencies by late heroic. The "Quest Bonus" is an important part of magic items, as a character's quest bonus determines the power of their magic items. \columnbreak ## Equipment Equipment lists have been condensed, with weaker weapon types rebalanced upwards to compensate. ## Combat Rules As the strongest aspect of 4e D&D, the combat rules have had minimal changes. However, the formatting for powers has been changed, as have the initiative rules. The opportunity action has been removed in favor of only the immediate action, in line with other modern systems only allowing one off-turn action. Power levels for defenders in particular have been adjusted upwards to compensate. Resting change - only 1/3 of a character's max surges are recovered on rest, and no HP, as opposed to full HP+surges. Change distances from squares to 2m (per square) - putting things back in concrete terms without the wordy "five times your int modifier" style scaling