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4e:start

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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)