General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
a) From Stone to Steel (Monkey God/Highmoon)
b) Hot Pursuit and Hot Pursuit: On Foot (Adamant)
c) a book of alternative rules
- alternatives to per encounter/daily or at least some option tied to action points to reuse.
- using skill ranks instead of the current system
- splitting up skills
- adding craft and profession skills back in
- removing the +1/2 level bonus from ability checks and unskilled checks
- using 2e PO: Combat and Tactics style crit mechanics including a build a crit confirmation into the initial roll (I hate natural 20 as an automatic crit :P)
- variant injury rules: long term injuries
- alternative healing rules
- economy: going back to the pre 4e economic system
- alternative rules for daily magic items.
- allowing monsters to get the full benefit of magic weapons and armor.
d) Environment Books
e) Genre Themed books
f) If doing class books
- focus on a single class as was done in the 2e Complete Handbooks and the 3e Mongoose Quintessential books, and Green Ronin's Master Class books.
- before creating a paragon path, ask if the concept is merely the background difference of training due to culture, occupation, or possibly a less generalized training. If so, create new starting builds and new/reflavored powers or, if its a strong cross-cultural or fantasy archetype (e.g, shaman), possibly a new class.
__________________ "The designers of the newest edition built so much reliance on rules right into the game, to make it easier to play. As one of those designers, I occasionally think to myself, 'What have we wrought?' " -Monte Cook
" If the DM has to make a lot of judgment calls, the game is more difficult to learn. However, it's my belief that it's also more satisfying." -Monte Cook
"Don't let rules replace good DMing skills"- Monte Cook
4E has rituals, use them, they're magic; Want to see the greatest thing you will ever see? then click; You can use “Earth” as a D&D setting; Origins of The Rouse; (look for it) The Rouse responds; (look for it) One can appreciate both old and new D&D.
I think a collection of monster powers would be great, maybe arranged by relative strength.
This. Especially with a ranking system of relative strength.
I'd like to see:
Books detailing the default planes. I want information in one easy place about the Fey, their mindset, creepy characteristics for the feywild, notable NPC/adversaries or adventures in the feywild.
A few feats. I think we have too few, right now.
Traps & Hazards. Grimtooth 4e.
It's a book on critical hits. For the most part, people can still heal quickly with healing powers, but if they don't have access, the traumatic damage of a critical effect can take weeks to heal. In addition, it deals with maiming damage and the rituals necessary to heal it.
It's a book on critical hits. For the most part, people can still heal quickly with healing powers, but if they don't have access, the traumatic damage of a critical effect can take weeks to heal. In addition, it deals with maiming damage and the rituals necessary to heal it.
I really like the DM tools idea. Magic Items and whatnot are where it's at. I can make my own monsters (indeed, I've been doing that for about 50% of the fights I run right now). Adventures are really only useful for stealing - I've been buying wotc adventures for monster write-ups, traps, and the battlemats more than anything else. But I'd love to see a book of new magic items, rituals (especially those that advance the plot!), and all that fun jazz.
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.
Books detailing the default planes. I want information in one easy place about the Fey, their mindset, creepy characteristics for the feywild, notable NPC/adversaries or adventures in the feywild.
Part of this depends on how the new gsl pans out as technically terms like feywild are WotC's IP. However, one could still come up with a "Explorer's Guide to the Fey Realm" or some such.
Here's something SPECIFIC I'd like to see: A mounted fighter build or paragon path.
Right now, mounted combat is just "X gets to make your move for you, sacrifice a standard action to let X attack, and you get fiddly plus Y for being on X". I'd prefer something a little more thematically sexy. A cavalier/mongol-style build, with mount-specific powers, would be refreshing. Trampling, a two-attack power that lets you use a basic attack and your mount to use an at-will ability, that's what I'm talking about, a Marking mechanic that lets your mount attack the foe if they shift, etc.
I however see the futility of the gesture, given how often paladins got to take their mounts into the dungeon, unless they were halflings or gnomes riding pooches. And now you have to keep your mount alive just to benefit from your powers.
Granted, I'd never get the opportunity to play it, but just seeing it in print would make me satisfied on that "This needs to exist" level.
Edit: You know, as I think about it more, a mounted class might make a very nice striker too. Movement powers, especially 'mount moves speed, no OA, attack anyone in line'.