Saturday, October 10, 2026

Modifying 4e for Old School Dungeon Crawling

D&D 4e as an Old-School Dungeon Crawler

A minimal-change experiment in dangerous expeditions, resource management, and Fourth Edition tactical combat.

Fourth Edition has one of D&D's strongest tactical encounter engines: monster roles, minions, elites, solos, terrain, and traps. The aim of this experiment is not to replace that engine. It is to put it inside a dangerous, resource-managed dungeon expedition, where time, light, healing, and the decision to fight all matter.

Design principle

Change as little of 4e as possible. Use the original 2008 Player’s Handbook (PHB1) for character creation. Preserve combat rules, class powers, feats, hit points, healing surges, and milestones unless playtesting shows a specific problem. Use monsters, traps, and hazards from any 4e source; older monsters can be played as printed at Heroic tier, with the later Monster Manual 3 (MM3) math as a reference if adjustments prove necessary.

Encounters are not guaranteed to be fair. Players can scout, negotiate, avoid threats, or retreat.

Rest and recovery

SHORT REST (HOUSE RULE): A short rest takes 20 uninterrupted minutes. Make one wandering-monster check for the rest. If no encounter interrupts it, characters gain the normal benefits of a 4e short rest, including refreshing encounter powers and spending healing surges. If interrupted, no short-rest benefits are gained; a new 20-minute rest must be attempted.

Finding a concealed or defensible resting place matters. A wandering creature need not discover the party automatically; adjudicate whether it actually interrupts the rest.

EXTENDED REST (HOUSE RULE): Full extended-rest benefits are available only in a safe haven—a Point of Light such as a settlement or secure civilized outpost recognized by the DM. The normal 4e recovery benefits apply once the characters reach one.

HEALING SURGES (UNCHANGED): Keep class surge allowances, surge values, combat healing, and surge spending exactly as written.

Dungeon time, light, and magic

Use 10-minute dungeon exploration turns. A significant search, investigation, or cautious movement activity consumes a turn. As an initial procedure, check for wandering monsters every two turns: 1 on 1d6. A 20-minute short rest uses its single interruption check rather than two additional checks.

CANTRIPS (HOUSE RULE): A spellcaster may cast cantrips a total number of times per day equal to their primary spellcasting ability modifier (minimum 1). All known cantrips draw from the same allowance, refreshed by an extended rest. Cantrip effects and durations are unchanged. Combat at-will powers are unchanged.

LIGHT: Sunrods are not ordinarily available for purchase. Track mundane light sources and their durations. Use normal 4e light and vision rules.

Random character creation

Roll d100 for race before selecting class, with no automatic rerolls. Then roll d100 on that race's class table. These tables use the eight classes from the original 2008 Player's Handbook (PHB1). Next, use PHB1's random ability-score method: roll 4d6, discard the lowest die, and total the other three; repeat six times, assign the six scores to abilities, and apply racial modifiers. Retain PHB1's safeguards for unusually poor rolls. Roll starting equipment before choosing class features, powers, feats, and skills; then finish the character using PHB1 rules.

Nonhuman PCs are intentionally rare: 90% of generated characters are human.

Race (d100)

d100 Race
01–90 Human
91–93 Dwarf
94–95 Elf
96 Half-Elf
97 Halfling
98 Eladrin
99 Dragonborn
00 Tiefling

Human class (d100)

d100 Class
01–30 Fighter
31–50 Rogue
51–65 Ranger
66–75 Warlord
76–85 Cleric
86–92 Paladin
93–97 Wizard
98–00 Warlock

Dwarf class (d100)

d100 Class
01–35 Fighter
36–55 Cleric
56–70 Paladin
71–80 Warlord
81–87 Ranger
88–92 Rogue
93–97 Warlock
98–00 Wizard

Elf class (d100)

d100 Class
01–35 Ranger
36–55 Rogue
56–70 Fighter
71–80 Cleric
81–88 Wizard
89–93 Warlord
94–97 Warlock
98–00 Paladin

Half-Elf class (d100)

d100 Class
01–25 Warlord
26–45 Rogue
46–60 Ranger
61–72 Fighter
73–82 Cleric
83–90 Warlock
91–96 Paladin
97–00 Wizard

Halfling class (d100)

d100 Class
01–45 Rogue
46–65 Ranger
66–77 Fighter
78–85 Warlord
86–90 Cleric
91–94 Warlock
95–97 Paladin
98–00 Wizard

Eladrin class (d100)

d100 Class
01–35 Wizard
36–55 Fighter
56–70 Rogue
71–80 Warlord
81–88 Warlock
89–93 Ranger
94–97 Cleric
98–00 Paladin

Dragonborn class (d100)

d100 Class
01–35 Paladin
36–60 Fighter
61–80 Warlord
81–88 Cleric
89–92 Ranger
93–95 Warlock
96–98 Rogue
99–00 Wizard

Tiefling class (d100)

d100 Class
01–35 Warlock
36–60 Rogue
61–75 Wizard
76–85 Fighter
86–90 Warlord
91–94 Cleric
95–97 Ranger
98–00 Paladin

Monster sources and mathematics

This experiment concentrates on Heroic tier (levels 1–10); it does not impose a hard cap. Use creatures from any Fourth Edition Monster Manual or later monster collection. For initial Heroic-tier playtests, run early monsters as published. MM3 and Monster Vault revised monster damage and aspects of elite/solo design; consult their later standards when designing new creatures or if an older encounter proves too slow or insufficiently threatening. Do not automatically convert the entire early monster catalog. Revisit player attack and defense scaling only if play reaches higher tiers.

Treasure, experience, and advancement

Treasure XP is awarded at 1 XP per gp of listed value for treasure recovered to a Point of Light: coins, gems, jewelry, saleable mundane valuables, permanent magic items, potions, ritual scrolls, and other magical consumables. Characters may keep or use recovered magic items without forfeiting treasure XP. Divide treasure XP equally among participating player characters. Each treasure value awards XP only once: selling an item later never awards additional XP. Items bought with starting gold or otherwise purchased are not recovered treasure.

Playtest parcel conversion: Use one permanent magic-item parcel and nine monetary parcels per standard ten-parcel allotment. Convert three of the four normal permanent-item parcels into monetary treasure worth 25% of each replaced item’s listed value. Retain the six original monetary parcels. The retained permanent item is chosen by the DM. Count all recovered treasure, including magic items, toward treasure XP once upon return to a Point of Light.

Experience has two sources. Treasure recovered to a Point of Light earns 1 XP per gp of value, divided equally among expedition participants; no treasure awards XP twice. Monsters defeated or decisively overcome earn half their published 4e XP value, divided among participants. Use the original PHB1 XP thresholds. The standard party size is five characters, matching 4e encounter and treasure assumptions.

Leveling requires both sufficient XP and a gold expenditure. A character may accumulate XP in the dungeon, but gains a level only after paying the training cost and completing an extended rest in a Point of Light. Gold spent on training, equipment, provisions, or other expenses does not erase XP already earned. Training expenditure generates no new XP. A shortage of gold can delay leveling even when the XP threshold has been reached; this is intentional.

Training costs

Training costs are 100 gp × the new level, paid per character when advancing. The cost is an expenditure, not an additional source of XP.

New levelTraining cost per PC
2200 gp
3300 gp
4400 gp
5500 gp
6600 gp
7700 gp
8800 gp
9900 gp
101,000 gp

Kobold Hall as a benchmark

For the published five-character adventure, using 3,325 encounter XP and 380 gp in monetary treasure, this illustration counts only the specified coins and valuables. Any recovered magic items add treasure XP at their listed values; quest rewards are not included in this benchmark:

MeasureParty totalPer PC
Monster XP at 50%1,662.5 XP332.5 XP
Treasure XP380 XP76 XP
Total XP2,042.5 XP408.5 XP
XP needed for level 25,000 XP1,000 XP
Gold recovered380 gp76 gp
Gold training cost for level 21,000 gp200 gp

The 380 gp monetary component alone represents about 40.9% of the XP and 38% of the training gold needed for second level, before adding XP for recovered magic items or spending on expedition expenses. Gold may deliberately lag behind XP, encouraging further expeditions.

Training bonuses and rare magic

Use the optional inherent-bonus progression from Dungeon Master's Guide 2, described in this campaign as training bonuses. They represent growing martial expertise, magical discipline, and defensive skill, not a new kind of magic. They are gained with normal level advancement; there is no extra charge beyond the eventual gold cost to advance.

Character level Attack and damage bonus AC, Fortitude, Reflex, Will bonus
1 — —
2–3 +1 —
4–6 +1 +1
7–8 +2 +1
9–10 +2 +2

Apply the published inherent-bonus rules for attacks and damage, including their interaction with magic-item enhancement bonuses: use the higher applicable bonus, never add them together. This table shows the Heroic-tier progression only.

Magic items are rare discoveries primarily obtained through adventuring, not routine purchases from merchants. Treasure parcels may contain occasional magical objects with distinctive properties or powers, but characters do not need a steady stream of enhancement items to maintain expected attack and defense progression. Use the treasure parcel conversion described above. Ordinary equipment and supplies can still be bought where available in Points of Light.

Random starting equipment

Each character starts with a 100 gp allowance and ordinary clothing and boots at no cost. Roll 1d6 on the appropriate class table before selecting class features, fighting styles, powers, feats, and skills. The listed gold is what remains after purchasing the kit. The style labels are descriptive, not compulsory builds.

Kit means our modified adventurer’s kit (11 gp 3 sp): backpack, bedroll, flint and steel, belt pouch, ten days’ trail rations, 50 ft hemp rope, waterskin, and two torches instead of sunrods. A climber’s kit already includes a grappling hook.

Fighter (1d6)

d6StyleEquipmentGold remaining
1Shield fighterChainmail, longsword, heavy shield, kit23 gp 7 sp
2AxemanScale armor, battleaxe, heavy shield, kit18 gp 7 sp
3GreatswordScale armor, greatsword, sling, 20 bullets, kit11 gp 7 sp
4PolearmChainmail, halberd, lantern, 3 pints oil, kit16 gp 4 sp
5Hammer and shieldScale armor, warhammer, heavy shield, climber’s kit, kit16 gp 7 sp
6SpearmanChainmail, longspear, crossbow, 20 bolts, kit12 gp 7 sp

Ranger (1d6)

d6StyleEquipmentGold remaining
1ArcherLeather armor, longbow, 30 arrows, shortsword, kit22 gp 7 sp
2ArcherHide armor, shortbow, 60 arrows, handaxe, climber’s kit, kit24 gp 7 sp
3ArcherLeather armor, longbow, 60 arrows, dagger, climber’s kit, kit28 gp 7 sp
4Two-weaponHide armor, 2 longswords, kit28 gp 7 sp
5Two-weaponLeather armor, battleaxe, handaxe, climber’s kit, kit41 gp 7 sp
6Two-weaponHide armor, 2 shortswords, shortbow, 30 arrows, kit12 gp 7 sp

Rogue (1d6)

d6StyleEquipmentGold remaining
1SkirmisherLeather armor, shortsword, 2 daggers, sling, 20 bullets, thieves’ tools, kit29 gp 7 sp
2SwordsmanLeather armor, shortsword, dagger, thieves’ tools, kit32 gp 7 sp
3CrossbowLeather armor, hand crossbow, 20 bolts, dagger, thieves’ tools, kit16 gp 7 sp
4ThrowerLeather armor, shortsword, 10 shuriken, dagger, thieves’ tools, climber’s kit, kit28 gp 7 sp
5ClimberLeather armor, 2 daggers, sling, 20 bullets, thieves’ tools, climber’s kit, kit37 gp 7 sp
6CrossbowLeather armor, shortsword, hand crossbow, 20 bolts, thieves’ tools, kit7 gp 7 sp

Cleric (1d6)

d6StyleEquipmentGold remaining
1Shield bearerChainmail, mace, heavy shield, holy symbol, kit18 gp 7 sp
2MorningstarChainmail, morningstar, holy symbol, kit28 gp 7 sp
3SpearmanChainmail, spear, light shield, holy symbol, kit28 gp 7 sp
4CrossbowChainmail, mace, crossbow, 20 bolts, holy symbol, kit7 gp 7 sp
5TravelerHide armor, quarterstaff, holy symbol, lantern, 3 pints oil, kit36 gp 4 sp
6Shield bearerChainmail, club, sling, 20 bullets, heavy shield, holy symbol, kit20 gp 7 sp

Paladin (1d6)

d6StyleEquipmentGold remaining
1Sword and shieldScale armor, longsword, heavy shield, holy symbol, kit13 gp 7 sp
2Hammer and shieldScale armor, warhammer, heavy shield, holy symbol, kit8 gp 7 sp
3GreatswordScale armor, greatsword, holy symbol, kit3 gp 7 sp
4AxemanChainmail, battleaxe, heavy shield, holy symbol, kit13 gp 7 sp
5MorningstarScale armor, morningstar, light shield, holy symbol, kit18 gp 7 sp
6SpearmanScale armor, spear, heavy shield, holy symbol, kit13 gp 7 sp

Warlord (1d6)

d6StyleEquipmentGold remaining
1Sword and shieldChainmail, longsword, light shield, kit28 gp 7 sp
2AxemanChainmail, battleaxe, light shield, kit33 gp 7 sp
3PolearmChainmail, halberd, climber’s kit, kit31 gp 7 sp
4Hammer and shieldChainmail, warhammer, light shield, lantern, 3 pints oil, kit16 gp 4 sp
5GreatswordHide armor, greatsword, climber’s kit, kit26 gp 7 sp
6SpearmanChainmail, spear, light shield, 2 javelins, kit23 gp 7 sp

Wizard (1d6)

d6StyleEquipmentGold remaining
1StaffCloth armor, staff implement, kit82 gp 7 sp
2OrbCloth armor, orb, dagger, kit71 gp 7 sp
3WandCloth armor, wand, dagger, lantern, 3 pints oil, kit72 gp 4 sp
4ExplorerCloth armor, staff implement, climber’s kit, kit80 gp 7 sp
5ScholarCloth armor, orb, dagger, 10 gp alchemical reagents, kit61 gp 7 sp
6TravelerCloth armor, wand, dagger, tent, 50 ft silk rope, kit59 gp 7 sp

Warlock (1d6)

d6StyleEquipmentGold remaining
1RodLeather armor, rod, dagger, kit50 gp 7 sp
2WandLeather armor, wand, spear, kit51 gp 7 sp
3CrossbowLeather armor, rod, crossbow, 20 bolts, kit25 gp 7 sp
4LanternLeather armor, wand, dagger, lantern, 3 pints oil, kit48 gp 4 sp
5ClimberLeather armor, rod, mace, climber’s kit, kit44 gp 7 sp
6TravelerLeather armor, wand, dagger, tent, 50 ft silk rope, kit35 gp 7 sp

Wizard only: After rolling a starting kit, roll another d6. On a 1, the wizard also begins with one randomly selected minor magical possession (a low-level PHB1 consumable such as a potion or ritual scroll), at no gold cost. Never grant a permanent magic item from this roll. On 2–6, no additional possession.

Optional hirelings

Players may employ assistance, but hirelings are never mandatory or assumed. Availability depends on the settlement. Food and lodging are paid by the employer in addition to wages. Entering a dungeon requires the hireling’s agreement; no wage guarantees consent to suicidal orders.

HirelingOrdinary workDungeon work
Porter1 gp/day4 gp/day
Torchbearer1 gp/day4 gp/day
Guide2 gp/day10 gp/day
Guard2 gp/day10 gp/day
Skilled specialist4 gp/day20 gp/day

Hirelings perform their agreed duties; ordinary laborers do not automatically fight. Particularly hazardous assignments may call for additional negotiation or treasure shares. Hirelings are paid wages, not automatic XP or treasure shares.


The experiment is simple: keep 4e's combat engine, but make the decision to fight—and the cost of recovering afterward—matter.

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