Keep the Maneuvers but drop the XD dice in favor of just extra standard actions at higher levels. The play-testing is showing that XD, while fun, takes too much time when the dice are rolled and selected and accounted for. Keep the 1 reaction out of turn. Turn Parry and Protect as well as other Maneuvers into regular standard actions or reactions.
Don't use Weapon, Magic and Save Bonuses, just offer ability increases at higher levels and base all attacks only on abilities. Offer only +1 to any ability every 4 levels or so.
Shy away from complete immunity in favor of Advantage and Disadvantage. But use this sparingly. Don't include Advantage and Disadvantage in everything. That is why we still have situation modifiers.
Use a more historical armor and weapon list but translate it into English.
Have long staff weapons do less damage but add to armor class.
Have a dice roll format. Some of the Monk powers have saves without DCs.
int vs int
intDC vs intSave
intSkill vs DC
Separate Spells and Prayers. They're different.
Have no similar spells or prayers. Make them all very unique and powerful. Think of all the things you could do with the spell during an encounter or role-playing to help new players expand their imaginations. How could Web be used for example.
Have no similar Maneuvers either. Just offer them to multiple classes if it seems plausible. Situational Maneuvers and Feats never get chosen over more powerful ones. How about making them more general and powerful. Just strike out the word Feat and combine the Feats with Maneuvers.
Do away with Spell level and just organize spells and prayers by Class level requirements.
Many DM's like to have the players be all similar levels during play. So consolidate the experience point table and level-up rewards.
If Mike and Designers are going to ditch the XD because it takes a long time to roll all the dice and chose the highest, then they could just turn the Maneuvers into standard actions and reactions.
1st level, 1 main, 1 off-hand, and 1 reaction
5th level, an additional main action (a maneuver)
10th level, an additional off-hand action
15th level, an additional reaction
Recharge for monsters really sucks. First you have to roll to see if the monster can do that, it takes a lot of time.
Spells per day suck because everybody tries to take extended rests after every encounter to heal-up and gain their "dailies" again.
Just make them all Spells or Prayers per encounter and adjust each power with that in mind. Area spells and charms make good encounter only powers. Non-Area or charm spells make good at-will powers.
Offer Squares and Miniature Flanking and Opportunity Rules, or more free style Feet and Meters as two options meeting two playing styles.
I like the way skills are shaping up.
Please don't bring back 4E damage conditions that extend past the end of the victim's next turn. They are hard to keep track of without a computer. Turn ongoing damage into just a flat extra damage bonus. Keep the stun, blinded, other conditions down to a minimum. Make them rare.
Don't use Weapon, Magic and Save Bonuses, just offer ability increases at higher levels and base all attacks only on abilities. Offer only +1 to any ability every 4 levels or so.
Shy away from complete immunity in favor of Advantage and Disadvantage. But use this sparingly. Don't include Advantage and Disadvantage in everything. That is why we still have situation modifiers.
Use a more historical armor and weapon list but translate it into English.
Have long staff weapons do less damage but add to armor class.
Have a dice roll format. Some of the Monk powers have saves without DCs.
int vs int
intDC vs intSave
intSkill vs DC
Separate Spells and Prayers. They're different.
Have no similar spells or prayers. Make them all very unique and powerful. Think of all the things you could do with the spell during an encounter or role-playing to help new players expand their imaginations. How could Web be used for example.
Have no similar Maneuvers either. Just offer them to multiple classes if it seems plausible. Situational Maneuvers and Feats never get chosen over more powerful ones. How about making them more general and powerful. Just strike out the word Feat and combine the Feats with Maneuvers.
Do away with Spell level and just organize spells and prayers by Class level requirements.
Many DM's like to have the players be all similar levels during play. So consolidate the experience point table and level-up rewards.
If Mike and Designers are going to ditch the XD because it takes a long time to roll all the dice and chose the highest, then they could just turn the Maneuvers into standard actions and reactions.
1st level, 1 main, 1 off-hand, and 1 reaction
5th level, an additional main action (a maneuver)
10th level, an additional off-hand action
15th level, an additional reaction
Recharge for monsters really sucks. First you have to roll to see if the monster can do that, it takes a lot of time.
Spells per day suck because everybody tries to take extended rests after every encounter to heal-up and gain their "dailies" again.
Just make them all Spells or Prayers per encounter and adjust each power with that in mind. Area spells and charms make good encounter only powers. Non-Area or charm spells make good at-will powers.
Offer Squares and Miniature Flanking and Opportunity Rules, or more free style Feet and Meters as two options meeting two playing styles.
I like the way skills are shaping up.
Please don't bring back 4E damage conditions that extend past the end of the victim's next turn. They are hard to keep track of without a computer. Turn ongoing damage into just a flat extra damage bonus. Keep the stun, blinded, other conditions down to a minimum. Make them rare.
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