Originally posted by William Ronald:
Does anyone think that a rule limiting how high bonuses, especially skill bonuses, can stack would be a welcome addition to a 4th Edition game?
I think that what we really need to see is a compression of the disparities between characters at higher levels so that the d20 roll doesn't become increasingly marginalized. I've touched upon my wishes for 4e in the past, and I think they are worth reiterating here.
(From April 2003)
1. Rule #1. The game should be geared towards having combat last a certain number of rounds, regardless of level, when facing "equivalent CR" opponents. 6 to 8 rounds for example. Once you have such a philosophy in place, build the game around that, doing whatever is required to make it work.
Secondly, your d20 is your lynchpin random element in the game, make sure you do not marginalize or remove it's value in the game against equivalent CR opponents. Stacked bonuses can easily do that now.
2. HP creep and HP disparity. HP disparities between the classes create all kinds of problems at higher levels. When you design an encounter that challenges your best character, your weakest ends up being 1 round road-kill. I'm thinking that Wiz-classes should get a bump to 1d6 HD, Rogues to 1d8, and everyone else stays the same. You get to apply your Constitution bonus until 10th level, after which you only gain your straight HD (no Con bonuses) until 20th level. After 20th level, a further reduction/compression is probably in order (everyone goes to d4?) but I'm not sure how much... The Wizard bump helps them down the line as they generally don't have the Con the other classes do. It's much easier to design adventures around 80 - 100 HP differences than it is to have to deal with 150 - 200+ HP disparities... Wizards get re-balanced spell-wise.
3. Stats. Unlike earlier editions where stat bonuses were hard to get and you didn't get as much out of them, 3e is very generous in both. Stats aren't really an issue until higher levels where stat discepancies between the characters (and between PCs and encounters) can throw things off. Spell DCs for example (which simply should *not* be modified by your stats)... and especially so in combination with stat boosting spells. Con offers a massive, and long-term benefit that simply wasn't possible in earlier editions.
4. Spells. Andy Collins (and now Monte Cook) has the right idea for Save or Die spells - turn them into damage. Again, spells should be designed from the standpoint that combat should last X amount of rounds, regardless of level, when facing equal strength opposition. That will involve reducing the effectiveness of their spells that allow a single roll to determine the outcome - save or die, save or nerf.
5. Combat. This will depend on whether you do anything towards reigning in stat accrual. Again, the d20 is your only random element, and it is easy to have massive combat disparities at high levels. I feel that combat progression should start reigning in after 10th level. The fighter-types have inordinate strength, magic weapons and combat feats that feed the disparities between the classes. Compression is good here and really helps DMs in designing challenges.
6. Saves. Saves need to be easier at high levels to ensure long-term survivability, especially since the price of failure keeps going up and up. In previous editions your HL saves we're easy, but your low level ones were hard. I'd suggest we add a "Med. Save" like we see in some other d20 products. At 20th level we should be seeing something like Good +12, Med +10, Poor +8. Unlike in earlier editions, you could have +10 to one save at this level, and +0 to another simply from stats alone. This is hard to design encounters around, especially if that +10 is towards your good save (which it usually is) and that +0 is towards your poor save (which it usually is).
7. Skills. One poster on this MB had what I thought was a brilliant suggestion here. Certain skills were treated like BAB or Saving Throws in that you gained ranks in them every level. These adventuring skills would be Sense Motive, Spot, Listen and Search. Some skills simply need to be redesigned IMO, diplomacy, perform and epic level usages of bluff, intimidation...
8. AC. Class-based AC bonuses are fun... If someone could make that work and balance it out with armor and magic that would be ideal IMO.
Cheers,
A'koss.