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[LFP] Ongoing Playtest: 4e Retroclone

1549425909

Edited 1549425992
I'm looking for people interested in testing a D&D 4e-inspired retroclone which I've been writing since I moved away from my last gaming group. It started out as a set of houserules and homebrewed content that we used in that group, and I eventually sat down and rewrote them from the ground up as a system of its own. I ran a first playtest of this system here on Roll20 in November. I received mildly positive feedback, and I plan on running sessions about once a month moving forward. The next planned session will be Wednesday, February 6, at 7PM Pacific/10PM Eastern time. This is a pickup game and will probably have a rotating cast of players based on who shows up each time. This session's adventure is titled The Relic of Father Gregory :  Our heroes are hired to investigate an art theft from the church of a small, remote village. But what should have been a simple job turns south, as one of the stolen objects is revealed to possess dangerous magical powers... System Features: Unified System: All character classes have powers which use the same framework, even though they do very different things. No Numerical Advancement: As characters gain levels, they become more powerful by learning to do new things or use existing powers in new ways, not by getting ever-increasing numerical bonuses. The same goblin warriors that are a threat at level 1 remain relevant at level 10, in sufficient numbers. Sandbox Character Creation: All martial classes have access to the same list of martial techniques. All arcane classes have access to the same list of spells. Some may synergize better or worse with a particular class, but you have the freedom to build unorthodox characters: a burly but uncoordinated rogue who can't pick a lock or throw a knife to save their life, or a sorcerer capable of wading into combat with sword and shield. Freeform Roleplay: When roleplaying, skills and perks provide a foundation to build on, not a wall to hold you back. Decide what your character does, then see whether it works. Tactical Combat: Fight scenes are dynamic and cinematic. Throw foes around the battlefield, set fire to the scenery, or collapse structures on your opponents' heads. Use suppressing fire (or actual fire) to keep enemies' heads down, or charge in and start hacking away. Setting Features:  A world recently recovered from a devastating war: The known world is at peace, but old rivalries and new tensions simmer beneath the surface. Conflict has merely moved off of the battlefield, into the halls of government and the boardrooms of mercantile concerns. A world torn between enlightenment and romanticism: Dwarven master-smiths compete for business with human-run industrial foundries. Warlocks empowered by eldritch entities compare notes with artificers whose magic is engineered using scientific knowledge. Gun-mages face off against arcane archers. Throughout the known world, ancient traditions are at odds with new ideas. A world filled with secrets both ancient and modern: Delve into ancient ruins from the first age of civilization. Infiltrate secret laboratories to disable terrifying superweapons. Foil the plots of foreign agents and plan the downfall of corrupt politicians. A wider world not seen by mortal eyes: Push back the frontier and sail beyond the known world. Travel into the remote reaches of Faerie, follow the River Styx into the depths of the Underworld, or carve out stable, habitable pockets in the Elemental Roil. If you're interested in testing this with me, pick a  sample character  you're interested in, or build one on your own using the  Core Rulebook  and  Character Sheets  (available in both PDF and Excel versions). I apologize in advance for the fact that the Core Rulebook is a lot of text. Your character should be: At least vaguely heroic: No evil or callously self-interested characters need apply. At least somewhat cooperative: Lone wolves and party-killers will be left behind. (No PvP.) Willing to kick in the door, take risks, face danger, and reap the rewards. You should be: Able to provide feedback about the system and how it could be improved. If interested, join the game using the following  link .
Hello Zachary K., I just want to make sure you're aware of what you're getting into when you have an open join link out there for anyone to click. You have no control over who is clicking it, no way to prevent griefers from filling your chat logs with nonsense and/or vandalizing whichever map page the Player Ribbon is set to, and no way to tell who has been drawing on your maps. If you do kick someone the join link changes and requires you to edit your post with the new link. This is why we strongly discourage posting open join links. Instead, we encourage you to  create a LFG listing , even if you do not enable that listing, and share the  link  to your listing. When someone posts to your LFG's  Listing Discussion forum , in their post a big blue button will appear by their username and all a GM has to is click 'Invite to Game' and an invitation will be sent their way. If you want to stick with an open join link, just acknowledge that you understand the dangers involved and nothing more need be done or said. :)
Yes, I'm aware. I'm running this as a pickup game; the open join link just lets people join earlier.
It's that time again: tonight's session of Aetrimonde (starting 7 PM Pacific) will feature an adventure titled The Il'Gyn'Yachx Prophecies. Our heroes are contracted by a secretive society to track down a missing person with an important part to play in a Prophecy of Doom. However, events transpire which throw the accepted interpretation of the prophecy into question... Newcomers welcome: pick a sample character and join us in the latest episode of this ongoing series.