To all D&D fans - what are the top 3 specific changes 4e needs in your opinion

(1) Stake through the heart
(2) Holy wafers in the mouth
(3) Exposed to the penetrating light and flame of the Sun
Don't hold back, tell us how you really feel.

As for specific changes I want... still evaluating. My friends and I didn't start our full-fledged, set-in-a-new-homebrew 4e campaign until last month. So far, we've played 2 sessions and are still 1st level. I'm sure we'll find issues as things progress.
 

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1. Lazer Beamz are out (esp. for Clerics).

2. Hirelings, animated undead and summoned critters are back in.

3. Less hit points for stuff. A Warhorse has 58 hp?! Something tells me the Hundred Years War would have lasted about 30 seconds if that were true.
 

I'm liking 4E very much so far, but a few things cause me trepidation:

1. Obvious "best choice" PC races (Eladrin & Genasi, I'm looking at you) with racial abilities that far outstrip the more traditional D&D races. Some days it feels like the entire LFR campaign is inhabited by nothing but Eladrin and Genasi Swordmages. I thought we were moving into an era of intentional mathematical balance and fewer built-in "bad choices."

2. Power creep already starting to build with AV and FRPG, which could eventually threaten to invalidate many of the PHB I feats, classes and races.

3. There's not nearly enough monster love, as others have stated eloquently. I was looking forward to new 4E-branded flavor text for the ecologies of monsters, their cultures and habits, but they are really just bags of hit points with some combat abilities overlaid. Sure I can add flavor myself if I want to, but that's not what I'm trying to accomplish with 4E... I use it for organized/RPGA play exclusively and I save my homebrew energy for, well, my homebrew 3.5E.
 

I like 4e quite a bit, but...

1) Something to quicken combat. Maybe a reduction of hit points would work. We just played through KotS, and the last fight in particular was brutally long. It gets to be a bit of a grind after awhile.

2) I'm with Umbran on lessening the impact of tactical movement just a bit...it'd be nice to step away from the battle mat. My "main" game right now is using BECMI because we can't adequately accomodate one of the players who uses I.M. to play with us. I know, I know: "get the digital table top" (whenever that comes out). I just don't feel like shelling out that kind of money when I can have as much fun on the cheap.

Otherwise, I really do like it quite a bit.
 



Hmm. I love 4e, but here are my suggestions.

1. More miniatures for the PHB classes and races. There are hardly any tiefling or dragonborn minis in particular, and I happen to have both in the game I'm GMing.

2. A Dragon article or two expanding the use of skill challenges. It's a great idea but I don't think they were covered well enough in the core books to really get a lot of use out of.

3. Non-combat focused classes. Loremaster, craftsman, noble. Not everyone who plays D&D wants to play a combat machine.


Other than that, I love the game. Best version of D&D I've GMed since 2nd edition.
 

1. Less Gamist. Remove the +1/2 to ability checks, change how daily magic items work, allow monsters to get full benefit of magic/equipment bonuses, etc. Reduce the seperation between PCs and NPCs. Change the save system, the duration of some spell effects seem to short.

2. The Skill system: Keep Skill Challenges. Remove the +1/2 to skill checks Go back to 3e skill lists (sans Use Rope) and give more skill points to the 2+ int points per level classes. If necessary, change the cap on how many skills ranks a character can have.

2. The power system. Personally, I would like to see the removal of per encounter and daily abilities (especialy for martial exploits). I'll settle for a way to recharge per encounter as per B09S and dailies via action points.

3. Healing: Put healing powers back with the magical classes. Increase the time of natural healing. Also, less healing surges- maybe limit 1 plus con bonus per day and have them triggered by action points.

Honorable mentions:
- multiclasing: In general, I like the heroic tier multiclassing, but, imo, there should be a way to access the core abiities (the armor and weapons proficiencies or saving throw bonuses) of other classes.

- Equipment: one book bringing back the missing real world armor,weapons and equipment from previous editions.

- (edit) more focus on non-combat activities: classes that are less about combat, more non-combat utilities, etc.

- Magic: bring back illusions, necromancy and summoning (limit to rituals for outsiders and undead legions. For "natural" creatures require they be in the local environment, must be able to get to the character under their own abiity and place a delay) .

- Replace Paladin's divine challenge and the Fighter's Come and Get It. We were told that the designers learned knight's challenge to be a bad idea. In the case of the Paladn's challenge, I don't see how allowing a creature to ignore it by taking damage makes it any better than Knight's Challenge.

- the magic/economy system. Go back to the old monetary types, but move the economy to a silver standard. Then make permanent items more costly to make, more rare and "special" that they become things that motivate characters to seek them out.

- Monsters : Classic monsters in one book. More fluff, more ecology, and more non-combat abilities for monsters (just list the non combat abilities seperately). These things inspire adventures.
 
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~ revamp alignment system

~ more multiclassing options, particularly multiclassing for fewer feats, and path options for multiclassers

~ lose the grid...

I think the grid is the single biggest roleplaying inhibitor ever incorporated into the game. Its a powerful tool, solves many problems for DM's and players, but in my opinion too often restricts actions and narrows viewpoints by eliminating a DM's option to interpret a tactical situation dramatically...

Will my fireball clip a party member? Can I reach the ogre on a charge? How many opportunity attacks will I provoke between here and there? Can I leap over the kobold shield wall? Can I prevent any goblins from getting past me in this narrow tunnel? The answer to these question used to be determined by the DM, and a source of excitement and good play. Now they are just another equation.
 


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