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So what do you envision for 4.0E D&D?
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<blockquote data-quote="FreeTheSlaves" data-source="post: 1160296" data-attributes="member: 9952"><p>Here is my 4ed wishlist.</p><p></p><p>Timing: ASAP, I have tired of 3rd ed and 3.5 is a job 1/2 done.</p><p></p><p>Races: More devotion to humans and include ethnicities. Races give stat bonuses and dictate who can breed with whom and ethnicity dictates starting bonuses to skills, weapon proficiencies and little special fluff. </p><p></p><p>Classes: Have the base class features somewhat modulated within certain limits so you can pick and choose a bit. E.g. a ftr with good reflex saves. Let caster level stack like BAB does. More popular core classes like the assassin.</p><p></p><p>Stats/hps: Make charisma specifically more important (maybe it affects a hero points mechanic that allows special moves), I want to see players ripping out hair deciding which stat gets the dump. Set hps, noone rolls it as given, time to get real.</p><p></p><p>Levels: 1st level needs to be stronger and 20th level weaker. It has reached the point where we wizz past levels 1-3 because they just suck, make them enjoyable.</p><p></p><p>Combat: Pretty good already but special actions are still too complex. Give us a defence bonus by class and level that improves AC.</p><p></p><p>Magic: Rewrite this please. Spell-casters should be able to cast spells much more often before exhaustion but the spells should be generally less powerful. Spellcasters should be rolling magic-to-hit-rolls every round just like the fighter. Multiple spells please per round at higher level. Possibly use an additive magic system where for e.g. you could cast a 6th level spell or 2*3rd level spells as a standard action.</p><p></p><p>Skills: Ditch obscure skills by rolling several unpopular ones together. Class essential skills (I'm looking at you survival and perform) should be class features. I am not convinced that class skills are even necessary.</p><p></p><p>Feats: Keep them simple. If they are ambiguous/convoluted, don't bother to print them. Virtual feats are not needed, sure the ftr/rgr is dual-wielding in plate but there are already enough drawbacks.</p><p></p><p>Alignment: Sure, keep it there as core but explain why a stated allegience system is useful. Provide alternative allegience systems or how to cope without one.</p><p></p><p>Monster Stat blocks: Need to be half the size, they're getting too unwieldy.</p><p></p><p>That's enough for now.</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 1160296, member: 9952"] Here is my 4ed wishlist. Timing: ASAP, I have tired of 3rd ed and 3.5 is a job 1/2 done. Races: More devotion to humans and include ethnicities. Races give stat bonuses and dictate who can breed with whom and ethnicity dictates starting bonuses to skills, weapon proficiencies and little special fluff. Classes: Have the base class features somewhat modulated within certain limits so you can pick and choose a bit. E.g. a ftr with good reflex saves. Let caster level stack like BAB does. More popular core classes like the assassin. Stats/hps: Make charisma specifically more important (maybe it affects a hero points mechanic that allows special moves), I want to see players ripping out hair deciding which stat gets the dump. Set hps, noone rolls it as given, time to get real. Levels: 1st level needs to be stronger and 20th level weaker. It has reached the point where we wizz past levels 1-3 because they just suck, make them enjoyable. Combat: Pretty good already but special actions are still too complex. Give us a defence bonus by class and level that improves AC. Magic: Rewrite this please. Spell-casters should be able to cast spells much more often before exhaustion but the spells should be generally less powerful. Spellcasters should be rolling magic-to-hit-rolls every round just like the fighter. Multiple spells please per round at higher level. Possibly use an additive magic system where for e.g. you could cast a 6th level spell or 2*3rd level spells as a standard action. Skills: Ditch obscure skills by rolling several unpopular ones together. Class essential skills (I'm looking at you survival and perform) should be class features. I am not convinced that class skills are even necessary. Feats: Keep them simple. If they are ambiguous/convoluted, don't bother to print them. Virtual feats are not needed, sure the ftr/rgr is dual-wielding in plate but there are already enough drawbacks. Alignment: Sure, keep it there as core but explain why a stated allegience system is useful. Provide alternative allegience systems or how to cope without one. Monster Stat blocks: Need to be half the size, they're getting too unwieldy. That's enough for now. [/QUOTE]
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So what do you envision for 4.0E D&D?
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