turning d&d 4e into a brutal xianxia game
i've always looked at D&D 4e as particularly amenable to the wuxia genre. in fact, it works as a spirit cultivation game. a problem with a lot of 4e (for me at least) is its disconnect of mechanics from the fiction. it is a game-first, player-first game, and that's a great genre in itself. but this post is looking at 4e through potential diegetic lens, with each game mechanic justified through spirit cultivation xianxia genre
XP as Cultivation: exp serves great as cultivation. leveling up serves as cultivation progress. the three tiers work as "Man -> Earth -> Heaven" kinds of Cultivation Realm.
Powers as Techniques: each power works as a martial art technique that can be learned and mastered. this works better using the Alternative Rewards system found in the DMG, and getting powers from the world instead of getting it immediately on level up.
emphasize alternative rewards: instead of purely making level-ups the main way to get powers, have the powers be found in the world as alternative rewards. have them be of differing levels. if they find a level 14 fighter power from learning it from a bull God, they need to be a Level 14 PC with a Fighter Feat to be able to "equip" it.
Classes as Martial Arts schools: Fighters as the Fighter Sect, Wizards as the Eight School Magics Sect, etc. Subclasses or the Build Options work as School Specializations. this is the one that is least wuxia-esque to me, because wuxia is an inherently classless idea. you should be able to learn a strand of martial arts from one master and then learn a completely new and different one from another master that chooses to pick you up on.
every pc from a different school: to bridge this genre gap, when you make a PC, write the class they choose as a martial school. even if two PCs are two Sorcerers, they must come from different but perhaps similar schools. maybe one is from the Tantric Deity Sect and the other is from the Nine-Elements Yang Sect
Healing Surges as Qi: Qi is the breath or the life force. Similar ideas in other cultures are prana, ginhawa, ki, and kebatinan. You can only heal yourself as much as your inner reserves can heal you. If your Qi is tapped out, even healing potions will have a muted effect
Hit Points as Hit Protection: this one is stealing from NSR ideas. replace hit points with the idea of Hit Protection. Fighting in Wuxia/Xianxia etc. is a flurrious exchange of blows. when attacking a character, as long as they're not bloodied, they're actively fighting back, defending according to the targeted defense (blocking, parrying, ducking, weaving with AC, dodging and leaping with Reflex, resisting with Will, etc.) Hit Protection still includes personal vigor, which justifies attacks that poison or set them on fire as those attacks probably hit home to transmit those effects
xianxia lethality: xianxia and wuxia are surprisingly more brutal than one would think. it's bloody and arms are broken, legs are cut off. we move into homebrew-y territory here.
half HP, double damage: lean into this. power comes not from numbers but from techniques and traits for PCs. half HP and double damage not just for monsters, but for PCs as well. this will make fights less meat sack slogs and into tense, explosive engages.
move attack hit rate from 60% to 90%: this is something fft did well. most attacks have a 100% starting hit rate. enemy evasion values shifts that around. my idea is to raise attack hit rate to much higher. this makes defense-raising options much stronger as well and every attack becomes an important additional strike
make bloodied more potent: bloodied inflicts an injury. make this fiction oriented: a good enough attack might scar your face, or might render your arm useless and make you suffer disadvantage. this might not feel fun, but it will force creativity and the players must respect the world
improvisation: in wuxia and xianxia you actually will see more instances of the heroes using their environment to affect the outcome of the battle. throwing tables to distract, using roofs to provide cover, etc. here we move again into homebrew territory:
improvisation as default. this one is a large shift in the game. get rid of action economy. get rid of action types. you can move and do one thing. this is anything. most commonly it will be an attack. this includes even minor actions. there are no set actions you can do, no list to choose from. use your imagination. lean into the p 42 of the DMG. turn THAT into the core mechanic of the game
use essentials rules: this one is the least controversial but 4e essentials rules are the best consolidation of the rules. especially the item rarity stuff.
dare to be unbalanced: 4e's neo-golden cow is balance. don't care about the balancing. xianxia thrives on the unbalancedness of things to create tension and friction. the need to have revenge on a martial master that killed your master before, but they are a Level 28 Fighter and you're a measly Level 3 Wizard. You have to cultivate to get up to his level. You need 10,000 more years of training to get to him! now there's a reason for adventuring (collecting training manuals, finding masters, finding cultivation cores to gain XP). adopt an OSR mindset. become world-first: make the PCs rise to the challenge instead of tailoring everything to them. if they move into an area with level 8 monsters, they can choose to take those on, or just go back and go somewhere else, return at a later time when they have better equipment and better weaponry.