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<blockquote data-quote="Rechan" data-source="post: 5759258" data-attributes="member: 54846"><p>Since we've now devolved into talking about mechanics. My preference is for a system that has multiple elements or subsystems that run independently of other aspects of the game, so that you can remove something without a significant mechanical impact. Magical items are a good example - the loss of them doesn't effect the rules in any other way.</p><p></p><p><strong>On Magic Items</strong></p><p></p><p>I'll start this by quoting @<u><a href="http://www.enworld.org/forum/member.php?u=75791" target="_blank">TheFindus</a></u> </p><p>That reiterates my feelings on getting The Core Math down. And I also feel that magical items should be easily removed - magical items are a part of the system, but they should not be crucial to it. They should be special.</p><p></p><p>Here is my suggestion on making magical items "magical":</p><p>All items would have thematically linked multiple effects. PCs would only have 1-3 items at any one time - not for mechanical reasons, but so that the items feel special. One important point is that items have some traits which aren't directly relating to combat but are thematic, such as freezing and walking on water. </p><p></p><p>While i personally would prefer bonuses be removed from magical items, I know that +1 sword are too sacred to lose their bonuses. </p><p></p><p><strong>On Classes</strong></p><p></p><p>Initially non-combat powers were siloed into Utilities, but Utilities soon became non-offensive combat powers competing with non-combat powers. Furthermore, classes had combat roles, but then out of combat they had skills that are customary to the class.</p><p></p><p>Instead, I would like to see the idea of how a class is created become something more modular. The class has 3 parts that are plug-and-play:</p><p></p><p>A) Class features. This is often what really separates one class from another. The difference between the Avenger's mechanics from the Ranger's, the Cleric from the Bard. The one place that is missing is controllers having features that make them feel like a controller - the Protector druid is going in the right directio here. </p><p></p><p>B) The Combat role. 4e operates just fine here. </p><p></p><p>C) The Non-Combat Role. Detach skills into thematic packages such as the Athlete (Athletics, Acrobatics, Endurance), the Socialite (Diplomacy, Intimidate, Bluff), the Sneak (Bluff, Sstealth, Thievery), the Scout (Stealth, Nature, Perception), the Scholar (Arcana, Religion, One Misc Knowledge SKill), The Tough Guy (Intimidate, Endurance, Athletics), the Explorer (Athletics, Nature, Dungeoneering), The Peacemaker (Diplomacy, Heal, Religion). </p><p></p><p>Non-combat utilities (sort of like skill powers) would then silo through the non-combat role. </p><p></p><p>The point is that all of these are independent of one another, allowing you to mix and match. Ideally, you can have a Wizard who is (Class Feature X + Controller + Tough Guy) and a Fighter who is (Class Feature R + Striker powers + Scholar). Obviously they have to be balanced so that one isn't the "best" option.</p><p></p><p>Creating classes then is simply introducing more class features and providing more powers for each combat and non-combat role. </p><p></p><p>I like themes personally. You could easily turn Power Source into themes, or have specific things relating to it, rather than it merely being a flavor distinction. </p><p></p><p><strong>On Social Skills</strong></p><p></p><p>Personally I would prefer it if "Diplomacy/Intimidate/Bluff vs. DC" went away, and it was more like social combat or at least a subsystem. Where someone has X number of Resistance points and you need ot wear them down. </p><p></p><p><strong>Monsters</strong></p><p></p><p>I absolutely love 4e's monsters and don't want them to change at all.</p><p></p><p><strong>Misc</strong></p><p></p><p>Plan an Unearthed Arcana style book for variant rules. Here you can tuck in your subsystems or diferent ways to do things. </p><p></p><p>Fewer fiddly bits. From tracking conditions, to too many situational modifiers via feats or class features. These fiddly bits are easily forgotten, or slow things down.</p><p></p><p>Put crafting skills in there. So people will stop complaining.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5759258, member: 54846"] Since we've now devolved into talking about mechanics. My preference is for a system that has multiple elements or subsystems that run independently of other aspects of the game, so that you can remove something without a significant mechanical impact. Magical items are a good example - the loss of them doesn't effect the rules in any other way. [B]On Magic Items[/B] I'll start this by quoting @[U][URL="http://www.enworld.org/forum/member.php?u=75791"]TheFindus[/URL][/U] That reiterates my feelings on getting The Core Math down. And I also feel that magical items should be easily removed - magical items are a part of the system, but they should not be crucial to it. They should be special. Here is my suggestion on making magical items "magical": All items would have thematically linked multiple effects. PCs would only have 1-3 items at any one time - not for mechanical reasons, but so that the items feel special. One important point is that items have some traits which aren't directly relating to combat but are thematic, such as freezing and walking on water. While i personally would prefer bonuses be removed from magical items, I know that +1 sword are too sacred to lose their bonuses. [B]On Classes[/B] Initially non-combat powers were siloed into Utilities, but Utilities soon became non-offensive combat powers competing with non-combat powers. Furthermore, classes had combat roles, but then out of combat they had skills that are customary to the class. Instead, I would like to see the idea of how a class is created become something more modular. The class has 3 parts that are plug-and-play: A) Class features. This is often what really separates one class from another. The difference between the Avenger's mechanics from the Ranger's, the Cleric from the Bard. The one place that is missing is controllers having features that make them feel like a controller - the Protector druid is going in the right directio here. B) The Combat role. 4e operates just fine here. C) The Non-Combat Role. Detach skills into thematic packages such as the Athlete (Athletics, Acrobatics, Endurance), the Socialite (Diplomacy, Intimidate, Bluff), the Sneak (Bluff, Sstealth, Thievery), the Scout (Stealth, Nature, Perception), the Scholar (Arcana, Religion, One Misc Knowledge SKill), The Tough Guy (Intimidate, Endurance, Athletics), the Explorer (Athletics, Nature, Dungeoneering), The Peacemaker (Diplomacy, Heal, Religion). Non-combat utilities (sort of like skill powers) would then silo through the non-combat role. The point is that all of these are independent of one another, allowing you to mix and match. Ideally, you can have a Wizard who is (Class Feature X + Controller + Tough Guy) and a Fighter who is (Class Feature R + Striker powers + Scholar). Obviously they have to be balanced so that one isn't the "best" option. Creating classes then is simply introducing more class features and providing more powers for each combat and non-combat role. I like themes personally. You could easily turn Power Source into themes, or have specific things relating to it, rather than it merely being a flavor distinction. [b]On Social Skills[/b] Personally I would prefer it if "Diplomacy/Intimidate/Bluff vs. DC" went away, and it was more like social combat or at least a subsystem. Where someone has X number of Resistance points and you need ot wear them down. [B]Monsters[/B] I absolutely love 4e's monsters and don't want them to change at all. [B]Misc[/B] Plan an Unearthed Arcana style book for variant rules. Here you can tuck in your subsystems or diferent ways to do things. Fewer fiddly bits. From tracking conditions, to too many situational modifiers via feats or class features. These fiddly bits are easily forgotten, or slow things down. Put crafting skills in there. So people will stop complaining. [/QUOTE]
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