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My plans for a 4E revamp
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<blockquote data-quote="Xeviat" data-source="post: 7924202" data-attributes="member: 57494"><p>Hi everyone. I really loved 4E, and while there is a lot about 5E I enjoy, I feel like it might be easier for me to port things I like from 5E to 4E (classes built with features other than limited use powers, limited classes, shared spells across classes) than to port more 4E stuff into 5E (monster roles, minion/standard/elite/solo monster design, monsters in general, specific item progressions, encounter/daily refreshing, martial powers doing cool stuff). I've talked about this a bit before, but I have a nice empty weekend coming up and wanted to put some work in.</p><p></p><p>Here are my design principle thoughts; I'm open to discussion on the principles and how to implement them, but not really to comments like "don't waste your time" or "just play 4E":</p><p></p><ul> <li data-xf-list-type="ul">Condensed Classes, and classes with multiple roles: I like the idea of classes being broad things in the world. I liked how Essentials had a striker fighter, a striker paladin, and a leader druid. My idea is to have the 5E classes and have subclass define your primary role (a war cleric could operate as a defender, an avenger paladin is a striker, a tactician fighter is a leader ...).</li> <li data-xf-list-type="ul">Shared Power/Spell lists: Rather than having each class have, for instance, an encounter power for 2W+Stat and Slow, powers and spells will be more shared between classes. This will largely be source, but be a bit broader (weapon powers, skill powers, arcane spells, divine spells, some universal spells).</li> </ul><p>*Tightening of feats.</p><p>*Smoothing of the math of character growth (not needing Weapon expertise feats to keep up with monster AC, for instance).</p><p></p><p>As you can see, the changes are pretty much all on the character side.</p><p></p><p>What do you think? Anyone care to assist a bit?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7924202, member: 57494"] Hi everyone. I really loved 4E, and while there is a lot about 5E I enjoy, I feel like it might be easier for me to port things I like from 5E to 4E (classes built with features other than limited use powers, limited classes, shared spells across classes) than to port more 4E stuff into 5E (monster roles, minion/standard/elite/solo monster design, monsters in general, specific item progressions, encounter/daily refreshing, martial powers doing cool stuff). I've talked about this a bit before, but I have a nice empty weekend coming up and wanted to put some work in. Here are my design principle thoughts; I'm open to discussion on the principles and how to implement them, but not really to comments like "don't waste your time" or "just play 4E": [LIST] [*]Condensed Classes, and classes with multiple roles: I like the idea of classes being broad things in the world. I liked how Essentials had a striker fighter, a striker paladin, and a leader druid. My idea is to have the 5E classes and have subclass define your primary role (a war cleric could operate as a defender, an avenger paladin is a striker, a tactician fighter is a leader ...). [*]Shared Power/Spell lists: Rather than having each class have, for instance, an encounter power for 2W+Stat and Slow, powers and spells will be more shared between classes. This will largely be source, but be a bit broader (weapon powers, skill powers, arcane spells, divine spells, some universal spells). [/LIST] *Tightening of feats. *Smoothing of the math of character growth (not needing Weapon expertise feats to keep up with monster AC, for instance). As you can see, the changes are pretty much all on the character side. What do you think? Anyone care to assist a bit? [/QUOTE]
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