Falling Icicle
Adventurer
I'll be the first to admit, I'm not a huge fan of 4th edition. But there are quite a few things that I think it did right, and I'd like to see those good ideas pass on to the new edition. Here's some of the things I'd like to see:
- Combat Advantage: A simple +2 bonus for having combat advantage is easy and simple to keep track of compared of the myriad situational modifiers you could get in previous editions (flanking, prone, flat-footed, higher ground, etc etc etc). It's also easy for things like a rogue's sneak attack. Have combat advantage - can sneak attack.
- No Rolling to "Confirm" Criticial Hits. Always hated that.
- Being able to save against a "save or suck" effect every turn in combat. 3.5 started this with hold person, 4e applied to all such effects. I didn't like the "coin toss" saving throws, but it's still a good idea. Nothing is worse than being nauseated, paralyzed, dazed, or whatever else and being unable to do anything for the entire battle.
- Standard, Move and Minor Actions: I liked this. No full-round actions. It's simple and straightforward while giving players enough flexibility to do the kinds of things they need to do.
- No "iterative" attacks. I hated that about 3rd edition. Likewise, monsters only tend to make 1 or 2 attacks also, not claw, claw, bite, wing, wing, tail slap, rake, rend, etc.
- AC that scales with attack bonus. I always thought it was ridiculous that characters got way, way better at attacking people, but not better at defending themselves without loading up on magic items.
- No Rolling for Stats or Hit Points.
- At-Will Spells and Cantrips. It makes vancian casting much more bearable. I hope my wizard doesn't sit there twiddling his thumbs or pointlessly plinking things with a crossbow during all those rounds of combat where he wants to do something, but doesn't want to waste a good prepared spell. Likewise, cantrips, as the simplest of magic, should be able to be used at-will. Pathfinder likewise saw the value in that.
- Implements: I liked that wands, staffs, etc improved a caster's spells in much the same way that magical weapons improve attacks. It makes much more sense for me for a wand or staff to serve as a focus for a wizard's powers than a spell battery.
- Spells that required Actions to "Sustain." This is a simple and effective way of balancing alot of the more "overpowered" spells, like fly, and preventing players from stacking too many buffs.
- Alignment is just fluff. No class alignment restrictions. No alignment-based magic. No detect evil. No smite evil. Alignment is there as a way of describing your character's morality, nothing more. There's probably alot of people that disagree with me, but I loved that about 4e.
- Simple, Easy to Read and Use Monster Stat-blocks. This makes the DM's life sooooo much easier.
- No Level Drain. Good riddance!
- Combat Advantage: A simple +2 bonus for having combat advantage is easy and simple to keep track of compared of the myriad situational modifiers you could get in previous editions (flanking, prone, flat-footed, higher ground, etc etc etc). It's also easy for things like a rogue's sneak attack. Have combat advantage - can sneak attack.
- No Rolling to "Confirm" Criticial Hits. Always hated that.
- Being able to save against a "save or suck" effect every turn in combat. 3.5 started this with hold person, 4e applied to all such effects. I didn't like the "coin toss" saving throws, but it's still a good idea. Nothing is worse than being nauseated, paralyzed, dazed, or whatever else and being unable to do anything for the entire battle.
- Standard, Move and Minor Actions: I liked this. No full-round actions. It's simple and straightforward while giving players enough flexibility to do the kinds of things they need to do.
- No "iterative" attacks. I hated that about 3rd edition. Likewise, monsters only tend to make 1 or 2 attacks also, not claw, claw, bite, wing, wing, tail slap, rake, rend, etc.
- AC that scales with attack bonus. I always thought it was ridiculous that characters got way, way better at attacking people, but not better at defending themselves without loading up on magic items.
- No Rolling for Stats or Hit Points.
- At-Will Spells and Cantrips. It makes vancian casting much more bearable. I hope my wizard doesn't sit there twiddling his thumbs or pointlessly plinking things with a crossbow during all those rounds of combat where he wants to do something, but doesn't want to waste a good prepared spell. Likewise, cantrips, as the simplest of magic, should be able to be used at-will. Pathfinder likewise saw the value in that.
- Implements: I liked that wands, staffs, etc improved a caster's spells in much the same way that magical weapons improve attacks. It makes much more sense for me for a wand or staff to serve as a focus for a wizard's powers than a spell battery.
- Spells that required Actions to "Sustain." This is a simple and effective way of balancing alot of the more "overpowered" spells, like fly, and preventing players from stacking too many buffs.
- Alignment is just fluff. No class alignment restrictions. No alignment-based magic. No detect evil. No smite evil. Alignment is there as a way of describing your character's morality, nothing more. There's probably alot of people that disagree with me, but I loved that about 4e.
- Simple, Easy to Read and Use Monster Stat-blocks. This makes the DM's life sooooo much easier.
- No Level Drain. Good riddance!