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<blockquote data-quote="degasvegas" data-source="post: 5282180" data-attributes="member: 93833"><p>So after playing 4E for a while now, I think I'm in the mood to try and convert the system to something a bit more old school. Basically the idea is that - in my opinion of course - 4E is just too battle heavy, and even when its not, the players don't have their resources expended enough to make tensions run high. It seems the only way to really beat a party down is to throw hard or very hard encounters at them over and over to make any kind of dent. And of course when you do that, your battles run forever and then you spend the entire night fighting.</p><p> </p><p>But at the same time, I want to keep playing 4E, I love the Adventure Tools - I am simply spoiled by the monster stat blocks. Having all the info right there is so much cleaner and more organized than having to look at seperate tables, and searching up spells for a monster you want to use (in older editions).</p><p> </p><p>So what to do? Some idea's I've been throwing around.</p><p>1. Remove healing surges completely. Still record the surge value on the character sheet, so when Cleric's or other classes cast a spell that requires a surge, you know how much to heal for. And I still think keeping Second Wind is ok. But otherwise, when battle is over, the player doesn't spend healing surges, and completely negates the skirmish you just had.</p><p> </p><p>2. Give classes multiple melee/ranged attacks every few levels, depending on the type of class would depend on how many extra attacks the class would get. Defenders would get another extra attack every 6 or 7 levels, while Strikers could get one every 4 or 5 levels, Wizards or other pure casters would maybe never get a multiple attack.</p><p> </p><p>3. Make At-wills, Encounters, Daily and Utility powers ALL daily's, and reduce or increase the amount each class gets depending on the class. Basically turning it into a spell system again. Classes like Fighters and Paladin's would get much less compared to a Cleric or Wizard.</p><p> </p><p>These are of course very rough idea's, and I'm still putting together tables for the base classes in the PHB1. But the end result is to have an adventuring party that has a real concern when they are out there. And now you can go back to having smaller skirmishes and making them count, rather than having to have every battle be against a perfectly compiled encounter.</p><p> </p><p>When a party has to think about their resources when they are adventuring makes the tension run a bit higher, and makes players a bit more cautious. Now of course this wouldn't be for everyone. But if you have any idea's or comments i'd love to hear em.</p></blockquote><p></p>
[QUOTE="degasvegas, post: 5282180, member: 93833"] So after playing 4E for a while now, I think I'm in the mood to try and convert the system to something a bit more old school. Basically the idea is that - in my opinion of course - 4E is just too battle heavy, and even when its not, the players don't have their resources expended enough to make tensions run high. It seems the only way to really beat a party down is to throw hard or very hard encounters at them over and over to make any kind of dent. And of course when you do that, your battles run forever and then you spend the entire night fighting. But at the same time, I want to keep playing 4E, I love the Adventure Tools - I am simply spoiled by the monster stat blocks. Having all the info right there is so much cleaner and more organized than having to look at seperate tables, and searching up spells for a monster you want to use (in older editions). So what to do? Some idea's I've been throwing around. 1. Remove healing surges completely. Still record the surge value on the character sheet, so when Cleric's or other classes cast a spell that requires a surge, you know how much to heal for. And I still think keeping Second Wind is ok. But otherwise, when battle is over, the player doesn't spend healing surges, and completely negates the skirmish you just had. 2. Give classes multiple melee/ranged attacks every few levels, depending on the type of class would depend on how many extra attacks the class would get. Defenders would get another extra attack every 6 or 7 levels, while Strikers could get one every 4 or 5 levels, Wizards or other pure casters would maybe never get a multiple attack. 3. Make At-wills, Encounters, Daily and Utility powers ALL daily's, and reduce or increase the amount each class gets depending on the class. Basically turning it into a spell system again. Classes like Fighters and Paladin's would get much less compared to a Cleric or Wizard. These are of course very rough idea's, and I'm still putting together tables for the base classes in the PHB1. But the end result is to have an adventuring party that has a real concern when they are out there. And now you can go back to having smaller skirmishes and making them count, rather than having to have every battle be against a perfectly compiled encounter. When a party has to think about their resources when they are adventuring makes the tension run a bit higher, and makes players a bit more cautious. Now of course this wouldn't be for everyone. But if you have any idea's or comments i'd love to hear em. [/QUOTE]
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