D&D (2024) 4e (DnD: Tactics) remake wish list.

Minigiant

Legend
Supporter
No. 80% of your power was feats and equipment.

For instance. I made a wizard who only uses basic attacks with a 2 hander.


That said, I'm perfectly fine if they reduce the effect of magic items. Needing to upgrade your sword 6 time is a bit ridiculous. Get rid of most +'s from feats is good too.

Really, deflate all the numbers.
I said role not power.

Defenders got their main marks from their class.
Strikers got their damage bonus from classes.
Leaders got their main heal from class.

Letting the fighter take a ranged weapon attack and a tactical move or letting warlocks, sorcerers, and wizards all have fireball wouldn't change their roles.

It would be the best of 5e and 4e combined.
 

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Blue

Ravenous Bugblatter Beast of Traal
Have dedicated power lists for non-combat pillars. Don't try to mix with Utility powers. This also helps address the players who didn't like 4e because "it was only about combat". I don't care if they are by class, by power source, or if there is even a selection of out-of-combat classes you pick as well as your combat class, or something else.

Fix the math on Skill Challenges, and then integrate them more into play so they are a commonly used tool that comes up a couple times a session.

Mid paragon and higher some players ended up spending forever reviewing their power list. Because combat is so dynamic (a good thing) they couldn't planb as much during others turns, and they needed to reread each power because they all did related but different things. "What's the AoE on this one, will that get who I want", etc. Figure out some way to more standardize within a particular character to cut down on the decision paralysis.

We used Alea Tools, colored and labelled magnetic bases, to show conditions. We often had minis that had so many conditions that the magnet bases by themselves were taller then a normal mini. That's just too much. Reduce the number of conditions. Perhaps by making some combine into nastier conditions. And generalizing some very narrow conditions.

Don't protect the niches quite as much. Have that it's possible to kill something without every combat being a grind if you don't have a striker, etc.
 

Haplo781

Legend
I said role not power.
No you didn't.

Screenshot_20230130-144915.png

Defenders got their main marks from their class.
Strikers got their damage bonus from classes.
Leaders got their main heal from class.

Letting the fighter take a ranged weapon attack and a tactical move or letting warlocks, sorcerers, and wizards all have fireball wouldn't change their roles.

It would be the best of 5e and 4e combined.
How would this work with non-psionic classes taking augmentable powers?

How would this work with different primary stats? What's the point of my fighter grabbing a battlemind power if I need constitution to hit with it?

This undermines the point of multiclass feats and hybrid classes. I don't like it.
 

aco175

Legend
Find a way to change the magic items so it did not need to have a +2 weapon at 6th level and +3 at 11th. I like magic and giving out weapons and having them have cool powers. I also like to find a way to boost them once or so in a campaign, but the need to make it a core thing can be changed.

I would also add more powers to the classes, mostly at lower levels and some can even overlap to other classes. Most classes got three top choose from and it tended to have one cool one and one never one unless you have a select build. It tended to make most fighters or rogues the same.
 

mellored

Legend
I said role not power.

Defenders got their main marks from their class.
Strikers got their damage bonus from classes.
Leaders got their main heal from class.

Letting the fighter take a ranged weapon attack and a tactical move or letting warlocks, sorcerers, and wizards all have fireball wouldn't change their roles.
Letting a defender mark at range, or in an AoE is a bit different than marking in melee.

But overall, I mostly agree. There is a lot of powers that could be shared.
But also many that shouldn't.
It would be the best of 5e and 4e combined.
I would definitely want bounded accuracy in 4e.

That would eliminate the need for having boss, regular, and minion versions of the same monster.
 

Minigiant

Legend
Supporter
No you didn't.

View attachment 274227

How would this work with non-psionic classes taking augmentable powers?

How would this work with different primary stats? What's the point of my fighter grabbing a battlemind power if I need constitution to hit with it?

This undermines the point of multiclass feats and hybrid classes. I don't like it.
I said 80% of your role comes from the classes.

A rogue who takes all fighter powers would not be an effective defender but still be a decent striker.

The idea is that every class would get 1 or 2 primary scores and their powers in their power source would use that ability mod.
So a Fighter and Rogue could both take Twin Strike. But the Fighters would roll STR and be able to mark via Combat Superiority whereas the Rogue would roll Dex and deal 2d6 extra Sneak Attack damage.

A Fighter would not be able to take Battlemind powers without multiclassing as Fighter is Martial.
 

mellored

Legend
Have dedicated power lists for non-combat pillars. Don't try to mix with Utility powers.
Oh yea. Utilities powers should be actual utility powers.

Not defense powers.
Reduce the number of conditions. Perhaps by making some combine into nastier conditions.
One thing I would take from Pathfinder 2e, is conditions with numbers.

I.e. you can be clumsy 3.
 

doctorbadwolf

Heretic of The Seventh Circle
Bonded accuracy, fewer feats with tiny fiddly little bonuses.

Clean up all the feat taxes remaining after the above.

Change MC to allow power swapping if you have any MC feat, and introduce follow up MC feats that give you more of the second classes shtick.

You can use a given power more than once.

Each class has options built in to forgo encounter or daily powers in exchange for something simple and “always on”, or a simplistic power they can just use over and over.

Reduce monster HP and general HP and damage bloat.

Make implements more like weapons, with each having damage dice and other properties, so that using a wand is different from using a tome. Also put tome as an implement from the start.

Allow power scaling in place of higher level power swapping.
 


mellored

Legend
You can use a given power more than once.

Each class has options built in to forgo encounter or daily powers in exchange for something simple and “always on”, or a simplistic power they can just use over and over.
On one hand, I like that you had to use different powers. Spamming the same thing gets boring.

On the other, having some simple options is good too.

Otherwise I agree.
 

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