From humble beginnings at the age of eight, I have been building ‘adventure’ games for my family and friends non-stop. My first game system didn’t go down so well as I spent most of my time trying to convince my older brother and parents to spend their weekends sitting at the table to hear me rant on and on about imaginary monsters and villains that they had no concept of. Since then I’ve continued relentlessly in the homebrew department to the point where I am running weekly games for two groups of six players. Below I’m going to share with you some of the basic tips I have picked up over the years.
Though the game is made up of classes- which are intrinsic to the design of the system- you can try something new with your next campaign by getting rid of them altogether. Some sub-systems in 4th Edition will have to stay, such as those for purposes of multi-classing and the feats and powers associated with them. But for the most part, you can choose to just simply get rid of all classes.
Developing from my post over the weekend about the new Tome Implement presented in Arcane Power and how it adds more options for the 4th Edition Wizard, several comments were made that a larger selection of spells makes the Wizard better but that the class as whole is still underpowered. Our experience is that even […]