doctorbadwolf
Heretic of The Seventh Circle
I might be down to increase number scaling a little, but certainly not to 4e’s original levels. I think HP can do the job of making local bandits a non issue for Demi-gods, or Paragon and Epic class features. Or both.I would probably go something closer to PF2 when it comes to "bounded accuracy." I think that 4e's power fantasy is different than 5e's. IMHO, 4e aims for something a bit more mythic, where high level characters don't have much to fear from lower level threats. Bounded accuracy means that a swarm of bandits remain a threat, especially with 5e's action economy, but 4e D&D wants the characters to become mythic heroes who mop the floor with a swarm of bandits. I'm not sure if "bounded accuracy" really jives with 4e's paragon and epic destinies. I do agree, however, that I would remove a lot of the anything that provides "tiny fiddly little bonuses," whether they are feats or otherwise.
Eg, the rogue might at level 11 gain a feature that makes their overdamage simply carry over to another enemy if the downed enemy a heroic tier threat. The cleric might instead put the fear of the gods into lesser threats, causing all enemies of a lower tier (or X level lower) to flee as if turned using a mechanic like the sleep spell.
Another way to go might be that PC damage does increase, and enemies start getting healing and damage mitigation (and higher damage in turn). Or if we want an easy one line rule, if an enemy is X levels below the average level in the party, they are treated as a minion.
Sure, I’d be fine with that, especially if characters can instead choose new class features, keeping things a little more focused. OTOH, I’d also enjoy it if feats stick around, but are for adding interesting mostly non-combat features, like gaining a title or followers who can do downtime stuff for you.I would probably reduce the reliance on feats, maybe even experiment with removing them entirely. That would remove some of the bloat and fiddly bits. If feats do anything, I would like to see them expand character options horizontally rather than vertically.
Then I’d take stuff like MC and skill bonus increase and gaining new skills, and make it part of the basic progression. So at level 8, you can gain a new skill proficiency or Focus a skill you already have proficiency with.
Yeah, the idea is more to give the freedom of 5e style Spellcasting, but I’ve also seen decent arguments against that, so idk.This also seems doable, possibly if a character uses "healing surges" (see below). But maybe there are other ways for characters to "recharge" their abilities: e.g., critical hits.
Here we simply diverge. The state of 4e was improved by having both the phb style classes and the essentials styles, I really think you can just fold the essentials classes into their parent class as class feature choices.I would probably create a compatible "basic" version of the game and put that in a separate supplement or even starter set. A lot of classes technically do have simplistic powers that they can use over and over: i.e., at wills.
Agreed. It’s silly to have the same power like that when it could just have “at higher level” entries.This would potentially work as well in reducing some of the redundancy of higher level powers doing the same thing but a bit better.
I’m not sure I’d want to add an Elemental Power Source. I kinda like that it’s either primal or arcane depending on specifics of the effect or power or whatever.Other Potential Changes
- Rename "Healing Surges" to "Vitality" or something a little more accurate to their function in the game
- Change the Sorcerer from using the Arcane power source to Elemental power. The goal here is to have the Sorcerer being a little more closely aligned in the flavor of the World Axis mythos to the Elemental Chaos and potentially even Demons. A Sorcerer thereby becomes not just more of an elementalist but also a caster of chaos magic.
Still, maybe. I’d want to figure out at least one other Elemental class, though. Probably a defender, or controller.