4e:start
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Table of Contents
4th Edition Dungeons & Dragons
This page details how I intend to use the 4th edition rules. Comments welcome.
Included Rules
For now, any 4th edition book published by Wizards of the Coast will be considered acceptable, though I reserve the right to call “foul” at articles published in “Dragon” magazine.
More importantly, no custom races/classes/powers/etc. will be allowed.
Here are the books I currently own:
- Player's Handbook
- Player's Handbook 2
- Player's Handbook 3
- Dungeon Master's Guide
- Dungeon Master's Guide 2
- Monster Manual
- Monster Manual 2
- Manual of the Planes
- Open Grave
- Dungeon Delve
- Martial Power
- Underdark
- The Plane Below
- (plus numerous modules)
Unlike my 3rd edition guideline, I don't need to own a book for you to use one of its rules.
Deviations
- All races from the Player's Handbook are allowed with the following restrictions:
- Dragonborn are not allowed.
- The Tiefling, Deva, and Goliath races are rare and will draw unwanted attention.
- Eladrin are commonly known as “High Elves”. They are rare and will often turn heads.
- Races from other books are allowed only with prior approval.
- Teleportation Circles exist, but are not accessible via the “Linked Portal” or “Reverse Portal” rituals.
- Rules published in sources outside the main books are at my discretion. This includes Dragon Magazine, and the Eberron and Forgotten Realm settings.
- XP will be distributed to all PCs regardless of attendance (however it will still be calculated based on attendance).
- Treasure will be parceled out in the form of one or more “Level N” item(s) alongside generic “cash” treasure. The players (as a team) will have to decide what the magic items really are. For more information, see the treasure page.
4e/start.1270405438.txt.gz · Last modified: 2017/05/27 18:58 (external edit)