Would 4E work for the Savage Coast?

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Havard
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Would 4E work for the Savage Coast?

Post by Havard » Mon May 17, 2010 11:09 am

Would it?
Is 4E able to handle something like the Red Curse, or would that have to be separate Power Source/Class?

Which races/classes from 4E are appropriate?

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agathokles
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Re: Would 4E work for the Savage Coast?

Post by agathokles » Mon May 17, 2010 2:11 pm

Havard wrote:Would it?
Is 4E able to handle something like the Red Curse, or would that have to be separate Power Source/Class?

Which races/classes from 4E are appropriate?
I think the Inheritors can be handled as a multiclass-only class, like the Spellscarred powers of Forgotten Realms.
A single Legacy be a handled as a Theme (to appear in Dark Sun), though it would be difficult to replicate the variety of the AD&D Red Curse.
Other Themes could be used for the military kits (Myrmidon, Militant Wizard, War Priest and Scout as a single Theme) and the Noble, Local Hero, Spy and Swashbuckler kits.

Appropriate races include: Human, Elf (Robrenn/Eusdrian Elf), Eladrin (Guardiano/Herathian Elf), Dwarf, Halfling, Half-Elf, Longtooth Shifter (Lupin), Razorclaw Shifter (Rakasta), all goblinoids except Kobolds.
There are no equivalent of Tortles, Aranea, Wallara, and the various Lizard-kin. However, Kobold stats can be used for Cayma, and Lizardman stats (if available, I'm not certain) can be used for Shazak. Gurrash could use Minotaur or Goliath stats, with changed flavor text.
Tortle stats are difficult, because their main power is high AC, which is not suitable for 4e, and Aranea are all but impossible to handle, since they are not humanoid in their primary form.
The only option for Aranea is to create Human Druids, changing the flavor so that the "Beast form" of the Druid is always a spider and is his natural form, and the powers are Arcane (Wizard multiclassing could help).

All Martial classes are appropriate. Swashbucklers should use Rogue or Ranger at least as multiclass/hybrid. Defenders would be Paladins or multiclass/hybrid Fighter/Paladins (except Druidic Defenders, see below). Honorbound are Kensei, and Skalds are definitely Warlords.
All Divine classes can also be used, probably assuming that only Clerics and Paladins are available in Narvaez. Avengers and Invokers can be used as specialist priests of some of the Immortals. Runepriests can be used as dwarven priests of Kagyar in Eusdria, Cimarron and Bellayne.
Wizards are the most appropriate class from the Arcane source, though Bards could be available in Robrenn, Swordmages could be used for Elf Fighter/Wizards and Sorcerers could be used for Wokans (I'd say Storm Sorcerers, probably with Druid multiclass).
Primal classes are appropriate to some extent in Robrenn (especially Druids and Wardens, the latter as Druidic Defenders) and for the goblinoids (Shamans and Barbarians). Seekers are somewhat appropriate for Robrenn Elves (Wilderness Warriors, Druidic Defender Rangers).

The Trader and Heralds are somewhat difficult characters to support. The first could be a hybrid Ranger|Shaman or Rogue|Shaman, or just a Rogue or Ranger with the Ritual Caster feat and maybe some multiclass Primal or Divine feat. The latter are really unsuitable.

An additional problem is the lack of firearm rules in 4e.

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Re: Would 4E work for the Savage Coast?

Post by agathokles » Mon May 17, 2010 2:16 pm

I forgot Wallara, Enduks and Ee'ar. Unfortunately, flying races are not much supported by 4e, but Enduks are basically Minotaurs with the Str/Wis option and some flying racial feat.

Wallara are also difficult to handle, but could be designed reusing elements from the Gnome and/or the Eladrin.

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Re: Would 4E work for the Savage Coast?

Post by Chimpman » Mon May 17, 2010 3:53 pm

agathokles wrote:I forgot Wallara, Enduks and Ee'ar. Unfortunately, flying races are not much supported by 4e, but Enduks are basically Minotaurs with the Str/Wis option and some flying racial feat.

Wallara are also difficult to handle, but could be designed reusing elements from the Gnome and/or the Eladrin.
Endiks might be easier to handle than ee'aar since their size places restrictions on their flight abilities. Perhaps you could model it after the Eladrin's teleport ability, giving them a limited amount of flight per day or encounter or whatever.
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