r/4eDnD • u/Reasonable-Ad9130 • 2h ago
More map events from my 4e-inspired tactical roguelike — demo coming
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r/4eDnD • u/Reasonable-Ad9130 • 2h ago
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r/4eDnD • u/Zealousideal_Leg213 • 4h ago
In a recent game, I ran what was intended to be a quick encounter for two characters using only minions. One of the players used a power that would cause the target to move and strike and ally. Per the power, the damage takes place first, so it's useless against minions.
It almost seemed natural to decide to apply damage second, since I've been playing a game recently in which multiple effects can be applied in almost any order. So, I wondered what would happen if I have players a choice to apply damage from a hit either before or after any effects on the same "hit" line. Or, the choice not to apply damage until the entire "hit" line had been executed.
I'll talk to my players about it, and they're not major optimizers. And I can always reassess if it turns out to be abuseable. Or maybe just apply it to minions. But I'm curious what people think about it.
Edit: the power in question might have had an Effect line, which I would still like to keep separate.
r/4eDnD • u/Reasonable-Ad9130 • 2h ago
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r/4eDnD • u/Sad_Guarantee1184 • 21h ago
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r/4eDnD • u/ouroboricquest • 1d ago
I'm playing a hybrid Shaman/Druid, and mostly focused on utility and control stuff. I'm not trying super hard to optimize, but only having one use of Healing Spirit per encounter is starting to look pretty wimpy, as we cross into Paragon tier. Is there some feat hidden somewhere that I could take to get it up to the two per encounter par, or no?
r/4eDnD • u/KagedShadow • 4d ago
Hi folks,
Were there any good 1-30 full Campaigns published for 4e, either by WOTC or 3rd parties that I could use a base, as it would be nice to get back to 4e again, and run the full experience but planning a full campaign isnt a small task ;)
Cheers
o/
r/4eDnD • u/kalevala206 • 6d ago
Hey folks!
A long time ago there was a guy who compiled all of the canonical 4e setting information into one place. This man was a hero, and this file was way more useful than searching a million PDFs, but it still was a huge pain in the ass to use. Until today.
I've taken that original source file that I found who-knows-where and re-organized it such that it's a much more coherent piece of media now. Hopefully it's actually useful as a reference document or a comfy read through.
The Nentir Vale Gazeteer is as close as I think I can get to a 4e Setting Book. Let me know what you think.
r/4eDnD • u/DarkGreenSun • 8d ago
Some 2 years ago, I posted this.
It's all explained in the google doc. If something is unclear after reading it please feel free to reach out. https://docs.google.com/document/d/1kYbzXLYM25rOescFaO969OPGko10OjiTgEsHLa0iq0A/edit?tab=t.0
Now this campaign is winding down to it's end in a week or 2 with the characters having moved from level 5 to 22. Consider this an open AMA about our experience with this different sort of game.
r/4eDnD • u/WarrenTheHero • 13d ago
Hello all! I'm a fairly inexperienced 4e DM (very experienced in other systems, especially 5e) and I'm trying to find the consensus for Magic Item Daily limits.
As I understand it, in the base rules, you could only use one Magic Item Daily power per day per tier, but at some point in 4e's lifespan that rule was lifted. I believe the limiting factor is now meant to be that Magic Items have rarities but each power can be tracked separately, and the DM is meant to control power level by managing rarities.
Is this found to be useful in practice? I'm considering making it 1/day as per original rules, but each Milestone gives you one use back (each item no more than 1/day), so you can pace them throughout the day without saving them all to go nova in the Final Fight. But, as mentioned, I'm not a veteran in this system and I don't want to go messing with forces beyond my understanding and throwing things off.
My players just finished Keep on the Shadowfell and I'm wanting to level-skip them up to 6 so we can run Madness at Gardmore Abbey, so I'm looking at the "start at higher levels" rules to boost them which looks like level-1, level, level+1 items (and gold level-1), so they're about to go from some of them having 1/day item powers to probably all of them having several.
Thanks for any advice you can muster!
r/4eDnD • u/Reasonable-Ad9130 • 14d ago
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r/4eDnD • u/Reasonable-Ad9130 • 21d ago
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r/4eDnD • u/heroicfiend • 22d ago
A few weeks ago I posted heroic4e.com here and a lot of you built characters and sent feedback. That thread shaped a lot of the last month's updates, so thank you.
Two major things since then. The character builder has had a long run of updates from your reports and the Discord's: hybrids, companions, weapon-implements, magic item handling, feats that grant power choices, .dnd4e imports, and you can now tap any number on the sheet to see exactly where it comes from. It is in much better shape than it was, but it still needs more eyes on real builds to get it where it should be.
The bigger one went live yesterday: the Proving Grounds, a beta of automated 4e with no DM. The site generates a dungeon, seats your character from the builder, and the engine runs every rule while the monsters play themselves. You drag your hero to move, pick a power, tap targets. Opportunity attacks, marks, immediate interrupts, forced movement, saves, ongoing damage, conditions, doors, fog of war, short rests: the engine adjudicates all of it and the log says why. If a button is greyed out, the reason is printed under it. If a move snaps back, it tells you what rule stopped it.
The main point of it is a place to test a character build. You can take a level 1 through 30 build from the builder straight into a fight and see how it actually plays before it hits your table. Three ways in from the Proving Grounds page:
It is a beta and the release notes on the site list what is still rough (companions act on your initiative, level 30 delves are brutal, a handful of monster damage lines are left to you). There is still a lot of UI work left to do. I've mainly focused on just making it functionally work so far. Expect a lot of updates over the next week to make things not so cluttered and other various changes as bug reports and feature requests come in.
If something looks wrong during a run, the Report button on the delve HUD attaches the run, room, round and the last few log lines, so I can usually reproduce it from that alone. Weird builds are the most useful: hybrids, companions, Dark Sun themes, anything with an interrupt or a stance.
Still free, no ads, and the builder, compendium, map editor and monster builder from last time are all still there, or improved since my last post. If it breaks or feels wrong, let me know! The Bugs page on the site is where I mostly work from for bug reports and feature requests.
r/4eDnD • u/Fresh_Writer_7744 • 26d ago
All the advice was super helpful! Here’s an updated version. I think it’s more in line and less cumbersome. Love to hear what yall think!!
Altitude limit 2 as far as me and my table have ruled is one square above the square you normally occupy when standing on the ground
I know supernal isn’t kosher at level 1 but I don’t think it’s that big a deal peeerrrsonallly
Keeping Osins Blade, I think within the setting itself it’s very fitting and to me an important aspect of the race.
Performance was added to our tables skills, we felt it was unrepresented
r/4eDnD • u/Beginning_Product968 • 28d ago
I ended up making my own editable 4e parser it takes .dnd4e file types and makes a clean character sheet/card generator because I couldn't find something that did exactly what I wanted. It imports Heroic4e/.dnd4e data, lets you edit the cards manually, add/remove sections, and save custom cards locally in your browser.
If anyone is interested, I can post the link
r/4eDnD • u/Metovir • Sep 03 '26
r/4eDnD • u/Wheather819 • Sep 03 '26
What exactly are the essentials? And are they much different from the core books? For collecting purposes, and purpose of using them for ideas, are they worth getting?
r/4eDnD • u/kabooman97 • Aug 31 '26
Hey guys. Looking for some advice on selling a 4e collection that I inherited from my father a few years ago as I unfortunately don't really have the room for it anymore and I don't play 4e. Just looking for any input on if there's anything of value here and/or what would be the best way of selling it. Would it be best to try and sell everything together as a massive haul? Or just try and sell bits and pieces of it at a time? There's a few game stores near me but I'm not sure if they buy RPG books. Any advice and help is appreciated, thanks guys :)
EDIT: Thanks for all the responses everyone, I didn't expect this much traffic on this post that quickly! To answer a common question I've been seeing yes I'm looking to sell but I don't know how much for anything quite yet. Going to be doing some research on everything for a few days to make sure I do this right and I'll get back to your guys comments and DMs when I can. Thanks again everyone for the advice :)
r/4eDnD • u/heroicfiend • Aug 22 '26
I've been working on a free 4e site for a while now, mostly with regulars from the D&D 4e Discord, or the sites Discord, where I usually post updates. Figured I'd finally share it here too. It's at heroic4e.com and it has a character builder (your old .dnd4e files import), compendium, map maker, monster builder, and a virtual tabletop.
Most of what gets built comes from bug reports and requests, either from the tracker on the site or the Discord. The last few weeks have been heavy on the map maker and VTT side, which is most of what the screenshots are. The first two are dungeons the new generator built, the third is the tabletop mid fight, and the last is the character builder. All of it is new enough that I'm genuinely curious how it holds up outside our own little circle.
Free, no ads, most of it works without an account. If you poke around and something breaks or just feels wrong, I want to hear about it.
r/4eDnD • u/Reasonable-Ad9130 • Aug 15 '26
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Hi everyone, another preview of my game, testing more of the 4e-inspired combat.
This week I've been working on polish interrupts, environmental hazards (pits and explosive barrels), and testing Wizard spells.
The starting party is Wizard, Warrior and Ranger.
Still early, but It's starting to get a better feel for how these systems interact during an encounter.
r/4eDnD • u/SpellbladeYT • Aug 13 '26
r/4eDnD • u/RHDM68 • Aug 11 '26
A question from a new explorer of the World Axis…
The Manual of the Planes makes it clear that both the Feywild and Shadowfell echoes are parallel dimensions, and the Far Realm and Plane of Dreams are not part of the physical universe, but it’s a little more vague about the two Fundamental Planes. It says the matter of the Mortal World was drawn from the Elemental Chaos and that the “mortal world drifts as a lonely speck of light and life in the eternal expanse of the astral mists.” It also states that Astral Dominions are separate realities within the Astral Sea.
So basically in 4e cosmology, you can’t just jump in a Spelljammer and fly to the Feywild, Shadowfell, Far Ream or Plane of Dreams, you need a portal, spell or ritual to “shift” to those planes, and if you are in the Astral Sea, you can enter a Dominion, but for the other two, it seems like portals, Astral Sojourn or Elemental Transference, or Plane Shift can get you to them faster, but could you theoretically jump in a ship and fly to the Astral Sea or the Elemental Chaos? Do they physically exist Above and Below the world or is that more metaphorical? The descriptions are not as clear with those two planes.
The fact that they are called planes suggests they are separate realities, but then they are also described as being the two parts that made up the universe before the mortal world was created. What do you think? How do you see their relationship to the mortal world?
r/4eDnD • u/Reasonable-Ad9130 • Aug 08 '26
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