So, we’ve discussed the reskinning of the many races of 4th Edition D&D. We’ve talked about making monsters unique and monstrous, and we’ve talked about ways to alter the way Magic Items are used in the game. What’s left? The fun part. Actually writing a setting – thinking about what makes up “Classic Fantasy” as a genre, and extrapolating outward from there. Let’s start with [Read the article]
In the final of 4 articles that deal with races in the Classic Fantasy setting, we look at taking certain D&D 4e races and reflavoring them into halflings. We’ve already talked about making monsters more memorable and monstrous, and up next we’ll give some ideas on the setting itself. For each of the following racial or subracial choices, all of the actual mechanical stats, powers, [Read the article]
Monster Truisms In classic fantasy, the following holds true almost universally: monsters are rare, monsters are either evil or instinctual (that is, operating on instincts humans cannot understand), and monsters are dangerous. Monsters do not think like humans. They have their own, alien kind of logic, or worse, no logic at all beyond the question of where their next meal is coming from. In short, [Read the article]
In part 3 of the 4 articles that deal with races in the Classic Fantasy setting, we look at taking certain D&D 4e races and reflavoring them into dwarves. After this, we’ll be converting halflings. Still to come are articles dealing with monsters and the setting. For each of the following racial or subracial choices, all of the actual mechanical stats, powers, and traits are [Read the article]
Welcome Worldbuilder! I’m told that you want to make your monsters stand out from those of other crafters, that you want your fell creatures to still be known for what they are, yet also distinctive and refreshingly new. You also want them to be challenging and full of surprises for those who’ve studied them from other realms, yes? You have set a large task for [Read the article]
When dealing with races in the Classic Fantasy setting, we look at taking certain D&D 4e races and reflavoring them into elves. After this, we’ll be converting dwarves, and then halflings. When that part of the series is finished, we’ll look into making certain monsters more monstrous, and then give some ideas on the setting itself. For each of the following racial or subracial choices, [Read the article]
In many fantasy games (especially D&D 4e), the setting includes a wide array of races for players to choose from. By limiting the race selection to only a few base races (human, elf, dwarf, and halfling), you can bring back a more traditional and realistic feeling to the setting. Now, understanding that variety is the spice of life, we don’t want to limit the racial [Read the article]
Tired of characters lugging around magic items as if they were mundane pieces of gear? This article will fix that, assuming you adopt the Classic Fantasy setting and apply it to your campaign. In this article, you’ll see how different types of characters gain the benefits of a normally 4e magic-equipped character, without actually carrying around all those magic items. Now, magic items are truly [Read the article]
I once introduced a magic item to the group, gave it a name, gave it a backstory, impressed how the item was somehow important, and then gave it to a player character. Before the end of the session, the player was trying to get rid of it so that he could get two other magical items. So, magic in 4E is plentiful. I can dig it. [Read the article]