Showing posts with label spell research. Show all posts
Showing posts with label spell research. Show all posts

Saturday, July 13, 2013

4e Forever Issue #1 Wrap-Up: Submissions, Q&A, and a THANK YOU!!!

Well, issue one of my fanzine 4e Forever has come and gone, and all I can say is that the response blew my expectations out of the water. This is obviously a niche product: a zine focused on a recently "cancelled" edition, and one that centers on high-level play, traditionally the least played "tier" of all editions. It also incorporates a lot of old-school elements, which, if you believe everything you read, is diametrically opposed to 4th edition. Well, the response proves that was a lot of bunk. I have had die-hard OSR guys congratulate me, and people that have only played 4e tell me I peaked their curiosity for classic editions. It seems a lot of the loud voices on the internet do not represent gamers as a whole.

I want to give a special thanks to those that shared this with others. Several people blogged about it, shared it on websites that I had never heard of, and some generous soul even took the time to index the issue on RPG Geek. Thank you. If anyone liked it or knows others that might, please continue to share it.

I thought I would give a short Q&A regarding some questions that arose from readers.

How often will 4e Forever be published?

There is no set schedule. A lot of it depends on real life and how many submissions I get (see below). It will be irregular, that's for sure.

Can classes other than Arcanists use spell research?

Yes. I left it as Arcane classes only in the mag for old-school flavor, but in retrospect, I should have clarified that.

You mentioned the rate of pay for hirelings based on level, but there was no list of hirelings.

A list of hirelings will appear with the stronghold rules, whenever I get them completed. In the meantime, a DM can just improvise based on common sense. For example, a blacksmith is a very common occupation, and even small villages like Hommlet will have one, so assign them a low level. In contrast, a sage that specializes in ancient astrology might be incredibly rare and command a higher wage. The less common the occupation, the higher the level. This also applies to supervisory roles, like in the mag example.

Does a Savage's extra attack on its initiative +10 work like some of the more recent 4e dragon designs? Do they get one action or a full set?

Yes, it is basically the same thing. How many actions is up to the DM. Note that a Savage is not required to use all of the features listed, but it will typically have many of them.

Who controls henchmen? Hirelings?

A DM should control hirelings, while the players control their henchmen.

What happens if the PCs level up and they are in an area with no henchmen to be attracted?

If the PCs are unable to be approached, then no henchmen are attracted, but if the PCs are in any location where populations of Humans or Demi-Humans are nearby, henchmen should find them.



I am THRILLED that I have already received a few submissions. I want to talk a little bit more about them. I am COMMITTED to making it smooth and easy as possible for you to submit material. Therefore, if you need help converting monsters to the new stat block, I will do it for you. I you have questions about the world or need guidance on any of the rules, I have an open line of communication. If you have "system neutral" material, such as random tables, by all means, send them in; not everything has to scream 4e. You might have something you submitted to Dragon or Dungeon that didn't get printed. Consider reflavoring it and sending it in! If you want to contribute to the zine, I promise I will do everything in my power to make it happen. So please, consider sending something in, or tell a friend that you think might be interested about it. Again, you can email submissions to frothsof@gmail.com .

Well, I just want to once again thank everyone for checking out the zine, even if it wasn't your thing. It is now my most popular blog post by a million miles. If anyone runs any of the adventures, let me know how it goes! I know that at 150+ pages, many of those who downloaded it may not have had a chance to finish reading it, so please keep sending me feedback. Thanks again!




Friday, October 5, 2012

4e Spell Research!!!

 *NOTE: THE FINAL SPELL RESEARCH RULES ARE PROVIDED IN THE FIRST ISSUE OF 4E FOREVER, UP FOR FREE DL NOW**

Howdy everyone. As you might have guessed, I am busy at work on the mag, but I wanted to share some ideas that were bouncing around the old noggin over the past couple of days.

Something I like about classic editions is the idea of spell research, not only for existing spells, but also for completely new ones. It lets player have a real effect on the world and their character. I also like the thought of PCs being hard at work even when they are not actively adventuring. A Magic-User reading some flimsy parchment by the firelight, or pining for his study back home, where he has half a dozen magic items partially formulated. This stuff is just fun and flavorful to me.

So, how would this work in 4e? I do not want to make the same mistakes as they did with the rules for item creation. They focused only on mechanics; there is no flavor. There are no thoughts on how to incorporate it into the story. The end result is that the sense of the PC actually working on something is lost. There is no "feel" that the PC made any effort to accomplish anything.


There needs to be a balance. The method needs to cost an appropriate amount of time and money, not produce an overpowered spell, and of course, encourage role play. 

So, today I want to look at some ideas for 4e spell research that I think will be fun to use. Like older editions, I think PCs should be of relatively high level before being allowed to attempt creating a new spell. The DM and the PC will work together through the process; it is not just up to the PC to satisfy a few straight-forward conditions and "Voila! Spell!". Furthermore, the act of creation ideally becomes a part of the PCs story, indeed, part of the campaign's story. So, here are my ideas:

1. A PC must be of 11th level or higher to attempt to research and create a new spell.

2. The player must notify a DM of this intention upon leveling up.

3. The player and DM discuss the spell idea, and whether it should be allowed in the game. It can be a Encounter, Utility, or Daily (no At-Wills or Rituals). Now here is where some advice is in order. A player naturally will want a spell that helps their PC, and the DM should be willing for this to happen. Otherwise there is no point. However, both individuals need to be honest about the power of the spell, and the spell's flavor should ALWAYS reinforce something about the PCs personality, skills, backstory, or what have you. This will hopefully quell a player's urge to simply break the game, and will instead help the spell research become more of an exercise in role play. To further help with this, the new spell will be permanent, and will not be able to be replaced or traded out at higher levels or through retraining. This will ensure that great care and thought goes into the design of the spell.

4. The player must give up a spell in order to gain a new one. Note again that Rituals and At-Wills cannot be "traded" in this way; a player must choose a Daily, Utility, or Encounter power. A player must designate his or her highest level spell of a certain type to be replaced. For example, if a player just hitting 13th level wants to research a new Encounter power, he or she must designate their 13th level Encounter power as the spell to be replaced. They will get to use the power normally until it is replaced.

5. Researching a spell takes an entire level of play. It also costs the same amount as a magic item of the same level. So in our example the player will be paying the equivalent of a level 13 magic item. This can be paid up front, during, or even at the end of the level. A player can also "bank" gold as he or she goes.

6. The player and DM work together to emphasize the flavor and action of the research during the game. This should not feel like a restriction. A DM can just make it a point to ask the player frequently what their character is doing to research the spell. When the PCs take an extended rest, the player might talk about what their PC is reading, or what have you. When they enter a new town, the player might have their PC go check out the library. Maybe a quest derives from it; maybe some NPCs aid in some way. Who knows, let the story decide. It is just flavor, of course, but it is pleasing to me, and I think it will give the "feel" that the PC is at work on something special.When the spell is finally done, it will seem much more bad-ass.

7. When the player hits their next level (14th in our example), the old spell fades away and the new spell is put in its place. Remember that this spell is permanent and cannot be trained away or replaced by another spell.

I suggest that spell research be restricted to Arcane classes. This is really for flavor's sake. That is just my opinion though, if you wanted to re-fluff this or tweak it to be something like a Thief practicing a new move, or a Cleric being slowly "prepared" for some great power by their deity, or whatever, go for it.

I hope you like these ideas! Sometime soon I will post some ideas on item creation! I also am working on some stronghold rules, but that is kind of down the road, as the mag is taking up most of my time!

Do you have any thoughts on spell research? Any memorable experiences with it? Leave a post!