• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D General How would you redo 4e?

Undrave

Legend
One aspect I really miss from 4e is the universal attack system where everything you want to do to an enemy is an attack roll. This doesn’t seem like it should matter who rolls, but 4e makes it WAAAAAY easier to create a universally useful support class.

I basically gave up on my idea of a 5e Warlord because it was impossible to avoid having to treat the Super Special Casters different from the rest of the offensive actions due to Saving Throws.

The Advantage/Disadvantage system is rather nice when in play, as it’s fairly simple, but it drains so many subtleties and nuances out of the game, and coupled with those damn saving throws, makes support characters super boring in 5e. Advantage is also very ‘all of nothing’. I liked 4e Combat Advantage as a thing that not only gives you a straight +2 to attack, but it also served as a hook to hang a bunch of mechanics. Advantage feels too strong for that part.
 

log in or register to remove this ad

One aspect I really miss from 4e is the universal attack system where everything you want to do to an enemy is an attack roll. This doesn’t seem like it should matter who rolls, but 4e makes it WAAAAAY easier to create a universally useful support class.

I basically gave up on my idea of a 5e Warlord because it was impossible to avoid having to treat the Super Special Casters different from the rest of the offensive actions due to Saving Throws.

The Advantage/Disadvantage system is rather nice when in play, as it’s fairly simple, but it drains so many subtleties and nuances out of the game, and coupled with those damn saving throws, makes support characters super boring in 5e. Advantage is also very ‘all of nothing’. I liked 4e Combat Advantage as a thing that not only gives you a straight +2 to attack, but it also served as a hook to hang a bunch of mechanics. Advantage feels too strong for that part.
I think subtlety is overrated, lol.
 


Kannik

Hero
The other three roles all have a distinct feature: Defenders have a way to Mark, Strikers have a source of additional damage, Leaders have a form of bonus action healing... but Controllers don't have a unifying feature.

Personally I'd give them all an twice per encounter reaction that triggers when an enemy makes a successful Saving Throw. The Wizard could go 'nuh huh' and make them reroll or even fail, the Invoker could get a leader-y bonus on a nearby ally, maybe the Druid could get a free At-Will? Something like that ya know?
Ahhh, yes, I can see that. Controllers control almost exclusively through their power selections, but the other three have a mechanic or other rider that's got commonality between them. I'd totally be down to create one for controllers... and, as you suggest, they could have variability between them much like how strikers' aren't exactly the same (Rogues have sneak attack, Rangers have Quarry, etc).

Quick off-the-cuff ideas: (maybe these are minor action uses that rides on the use of another power, one creature, one at a time?)

Wizards: Create minor barriers for battlefield shaping (could be actual object, wall of force, illusion...)
Druid: Vine hindrance of a creature's mobility and AC
Invoker: (Would the existing covenant manifestation already cover this?)
Seeker: Spirit causes additional damage to creatures adjacent to it (forces them to move away/around)
Psion: Mental assault penalizes a creature's actions/attacks
 

Stalker0

Legend
Like many others in this thread, I thought 4e was pretty good (I still think it was one of the best editions to DM). However, it did have its problems. Here is my short list.

Flavor and Formatting: Ultimately 4e reads like a textbook instead of a tome, and that is the reason I think many didn't give it a chance. Its frankly boring to read. Yes its very functional, but at the end of the day, people want to enjoy reading the books.

Magic Items: Magic items were one of the biggest fails in 4e. They are bland and boring. I would remove all of the +1 to +6 items (this covers the bounded accuracy often mentioned in this thread so far), and just redo the items from scratch.

Fewer Conditions: Conditions in 4e can get unwieldy. There are many of them, and they all can stack. I used to have tiny little dice because I would often be putting 3-4 conditions on a given monster so I used that to track them. That's just too much.

MM3 Monster Design: 4e eventually got monster design right, many of its later monsters were interesting and cool. But the core monsters in MM1 left a lot to be desired, they need a revamp.

Skill Challenges should exist as specific examples, not a generic template: I ultimately think that skill challenges as a general concept is a failure of an idea. It is so easy to make skill challenges into this weird video gamey super pigeonholded, boring mess of a mechanic. There are way more things that should NOT be skill challenges than should be. So I think the book should just focus on providing skill challenges for very specific situations where the concept works well, such as chase scenes. Dm are always welcome to tailor, but I don't think the generic model works that well.

Call Saving Throws something else for god's sake: 4e's idea of rolling a d20 as a form of "duration tracker" is perfectly fine....but its not a saving throw. Its nothing like the saving throws that have existed since the beginning of the game, and there is no reason to use a name for something just because its a name that used to exist. Just call the mechanic something else, something more fitting of what it actually is.
 

Kannik

Hero
And I also find it odd how people keep saying things about SCs should be 'tied to the narrative', as if 4e doesn't say that from day one! I know there are a whole bunch of people who OBVIOUSLY never read the DMG who seem to not be aware of that and think its just some die tossing side-game or something. Its not, you work out what it is you have to accomplish and each check changes the situation, maybe for the better, maybe for the worse! Sometimes the change is small (the guard is now thinking over the bribe, maybe you need to offer more?) and sometimes its large (the guard lets you pass, you are now inside and you have to find the safe).

Yes, many DM's (and a few adventure writers) didn't quite know how to use Skill Challenges, and would suddenly be like "ooh, hey, let's do a Skill Challenge!" for no good reason.
I think this is where a lot of 'issues' with SCs came from, was the poor use of them in modules, especially the organized play modules that were designed to be played quick, fast, in 4h chunks, without much nuance (to keep it short). So the presentation in the modules often was "here's an SC, the players should roll X, Y, Z, and they succeed." They felt very rote, gatekeepery, and divorced from any narrative. And/or they would show up in the oddest of places, because 'every LFR module needs a skill challenge'. And then DMs would copy that for their tables.

Again, I was unusual in that I never really read how to run SCs from the DMG/DMG2 and went off my understanding from that pre-release blurb I read. IIRC, the first SC I ran was the same one from that blurb... the players were in a town and the villagers had been mind controlled and were walking towards the lake to drown themselves. I set the scene and let the players say what they were going to do... the mage did some prestidigitation and arcana checks to redirect the villagers and snap them out of it, the fighter pushed carts and other objects to create impediments, the rogue ran up on a rooftop to get in front of the villagers... and other actions I don't remember now :p. But I ran it with their creative impulses until the challenge had been successfully completed and narrated the end game of the villagers breaking from their control before any of them got more than their knees wet. Good times. :)

I agree, but I think where people actually got bollixed up was that they were absolutely used to the master problem remover/blaster that was the trad wizard. WotC comes along and tries to make a controller wizard, but they had trouble because they couldn't bear to totally reimagine it. So, you have this guy that sorta blasts things, but with the idea of moving/slowing them, or maybe making them go around the bad thing, etc. That WORKS, but it LOOKS LIKE A BLASTER in a fiction sense, and it was easy to sit down with 4e and just think, OK, fireball, that's my offense, Sleep for being more quiet, and pick the Staff, and basically try to build blasty the wizard. It FAILS UTTERLY. I mean, I've seen some real hard fail 4e wizards that just sat their trying to do their mediocre damage and not getting why they had little impact.
This happened as well to some degree with the Paladin and especially the Fighter, who wasn't so damaging anymore but could take a tonne of punishment. The historical expectation didn't quite meet with the narrower intent of the classes. (Later classes got a bit better with secondary roles and more choices up front that could customize towards different roles.)

The Advantage/Disadvantage system is rather nice when in play, as it’s fairly simple, but it drains so many subtleties and nuances out of the game, and coupled with those damn saving throws, makes support characters super boring in 5e. Advantage is also very ‘all of nothing’. I liked 4e Combat Advantage as a thing that not only gives you a straight +2 to attack, but it also served as a hook to hang a bunch of mechanics. Advantage feels too strong for that part.
One Idea I've toyed with (but never tried) is something I've called half-vantage, which is like advantage except that you only look at the even numbers on the second die. So if you rolled a 6 on your first die and a 19 on your second die, you're out of luck... you got a 6. The same could be done for half-dis-vantage (ugh, not pleasant to say) except you look at the odd numbers on the second die.

It's a bit fiddly, you have to have a die that's explicitly your second die, but it does allow for a smaller bonus/penalty that full dis/advantage.

One thing I do like about the dis/advantage mechanism (which would stay the same with the half-vantage idea) vs a +2 or +5 or whatever is that it works only to raise your average, without increasing the maximum you can roll, so I find it models certain circumstances better. (But I'm not committed to it enough to not go back to + values or making each + or - a d4 or something.)

All other editions will be interpreted with the maximum flexibility and latitude possible. 4e will be interpreted as the most rigid, unbending, anti-creative thing it possibly can be, even if this requires ignoring the actual text, inventing "rules" that don't exist, or willfully misinterpreting what is present in the most negative light possible. Didn't you get the memo?
One of my first playtests with 4e was hilarious in an opposite (and good!) way to this... their opponent was using a spiked chain and was decked out in spiked armour. During the combat, he wraps his chain around a character and, as a minor action, pulls them into his armour for an additional 1d10 damage. And the players, instead of being "Wait, how did he do that? Isn't that supposed to be a grapple check? I don't see the rules for that in the combat chapter, shouldn't I get..." which would happen with the minutia-covering bits of 3e/3.5e, instead went wide eyed and shouted "Holy Pelor, that was awesome and bad ass!"

Strong narrative engagement. :)
 

Undrave

Legend
I think subtlety is overrated, lol.

Here’s the types of bonus I would keep:

Permanent bonus: stuff you put on your character sheet. Anything you only need to calculate once per level to get a score and it all stacks.

Long Duration Bonus: That would be conditional bonuses (attack a bloodied foe) or based on powerful Powers. These powers granted bonuses would be the one I’d put on a duration track based on Saving Throws but in reverse (you want to roll high to KEEP the bonus). You would always only apply the highest bonus.

Short Duration Bonus: Anything ‘next roll’ or ‘until the end of the next turn’. You would only apply the highest bonus again. I’d keep those to +2 most of the time. Would only VERY rarely apply to attack rolls because of the following bonus type.

Combat Advantage: I like ‘grants combat advantage’ as a condition, it makes for a good tool to add to low level power and grant when taking advantage of the environment/your positioning. You either have it or you don’t.

Damage bonus: Only type to be on magical items (get rid of those +X and absorb them into the math or as short duration ability). Always expressed as an extra die so it’s easy to keep physical track of them.

Ahhh, yes, I can see that. Controllers control almost exclusively through their power selections, but the other three have a mechanic or other rider that's got commonality between them. I'd totally be down to create one for controllers... and, as you suggest, they could have variability between them much like how strikers' aren't exactly the same (Rogues have sneak attack, Rangers have Quarry, etc).

Quick off-the-cuff ideas: (maybe these are minor action uses that rides on the use of another power, one creature, one at a time?)

Wizards: Create minor barriers for battlefield shaping (could be actual object, wall of force, illusion...)
Druid: Vine hindrance of a creature's mobility and AC
Invoker: (Would the existing covenant manifestation already cover this?)
Seeker: Spirit causes additional damage to creatures adjacent to it (forces them to move away/around)
Psion: Mental assault penalizes a creature's actions/attacks

My idea was to make them Encounter Reaction triggered when a creature succeeds at a saving throw.


Wizard: The target reroll the save (possibly with a penalty)

Druid: Creates difficult terrain in the Target’s square(s) and every adjacent square.

Invoker: Maybe the creature takes some Radiant damage?

Seeker: Gets a ranged basic attack against the target.

Psion: Creature can’t take reaction until the next turn


Stuff like that.

On the subject of the Seeker, if I were to keep them, I would make them THE sling class, and give them power themed around throwing magically infused seeds and rocks. Make them the best at creating hindrance on the battlefield. Imagine a guy throwing a see with his sling and then a large tree trunk magically appears in the middle of the battlefield! And his allies get stronger just by standing next to it! Or his attack makes carnivorous plants sprout that snap at you like beasts, or a small rock hits you and suddenly you feel like you weight twice as normal and your feet sink into the ground.
 

Undrave

Legend
Flavor and Formatting: Ultimately 4e reads like a textbook instead of a tome, and that is the reason I think many didn't give it a chance. Its frankly boring to read. Yes its very functional, but at the end of the day, people want to enjoy reading the books.
Personally, I liked that the rule bits read like an actual RULE BOOK. I’m not opposed to adding some flowery prose, but not at the expense of clarity.
Call Saving Throws something else for god's sake: 4e's idea of rolling a d20 as a form of "duration tracker" is perfectly fine....but its not a saving throw. Its nothing like the saving throws that have existed since the beginning of the game, and there is no reason to use a name for something just because its a name that used to exist. Just call the mechanic something else, something more fitting of what it actually is.
Calling it the ‘duration dice’ would work for me. And, as mentioned before, I would map both positive and negative effect to the same dice. You roll above 10, you remove ONE negative condition, you roll below 10 you remove ONE positive condition, one roll per turn (or two if you’re a Warden, but the bonus roll of the Warden only works against negative condition). You’d need to update the verbiage but we could make it work.
 

Kannik

Hero
While there is much good in your post, I genuinely think that this is an extremely unwise move, one that would both weaken the game's design and make it actually, truly like several of the false smears so frequently attributed to 4e (like "grid-filling" and all classes being "samey.")

The thing is, unlike what a lot of people say, 4e did not simply add a class for every possible combination of things. Formally speaking, there was never an actual Martial Controller. We got a variant of Ranger that dabbled in Controller stuff, but no actual, proper Martial Controller. Yet we got two different Martial Strikers (Ranger and Rogue), and two different Arcane Strikers (Warlock and Sorcerer), and two different Divine Leaders (Cleric and Runepriest.) We even got two Shadow classes...and both of them were Strikers (Assassin and Vampire.) It was neither true that they created classes to fill every niche, because several niches remained unfilled, nor that they even ignored a niche if it was already filled, because there were several "duplicate" Source+Role combos. Some, like Ranger/Rogue and Warlock/Sorcerer, were perfectly fine. Other were...less fine and probably could've just been merged together (Cleric/Runepriest.)
To be clear (and clearly I wasn't! :) ), I'm not advocating for the 9 square grid coverage of each role and power source being covered... or that some square isn't covered twice or covered in different ways from different classes.

(Also, it's also likely not an actual 9 square grid, but that's a very strong element in architectural theory/history/design, so I went with it... ;) )

Rather, what I'm looking at is how, from 1e onward, certain classes have a thematic/profession flair to them, with abilities to support it, while others do not. Look at the fighter in 2e -- the whole class fits on less than a page, and a good chunk of that is the followers table for what happens at level 9. There's nothing else to them. Yet the Ranger (my go-to example for this) gets bits on tracking, on interacting with animals, on creature hunting, and so on. Druids get a whole thing on their organization and ethos.

Because of that, it is both limiting but also can get confusing and narratively weird. What if you want to have a band of wilderness scouts who protect the villages and the forest? Do they all need to be the Ranger class to be a Ranger? Why couldn't a veteran cleric in that group be as adept at survival and tracking as the "Ranger" Ranger?

I like the capabilities that come with groups like the Rangers or Druids (and the flavour too, though that needs to be left so that the DM can customize it for their world/campaign), and don't want all classes stripped down with nothing to replace them. Which is what 4e PHB did, in many ways -- there's almost no Ranger-esque riders to the Ranger class anymore, instead the class is really detailing a skirmishing dual-wielder or archer.

So my suggestion, which at first might seem counterintuitive, is to go full bore and strip every class down so they are all focused on their powers (and rename ones like the Ranger that have historical identities), AND also very much add another layer to cover that second layer of capabilities and flavour, such as being a Ranger, as a profession/calling. Thus, you'd have something like your Power/Class (HP, HS, Defenses, Weapon/Armour proficiency, some abilities, and your AEDU-ish powers), and your Profession (Skills, additional non-encounter based abilities, perhaps some additional U powers on a separate track).

To that I would also follow the now-common idea to split up what's traditionally covered in Race into Parentage/Ancestry (no ability score modifiers, but a few flavorful abilities (like dragonbreath) tied to the physiology), and your Past (which including culture and backgrounds, skills and perhaps an ability).

Then one can include Theme, Paragon Paths, and Epic Destinies.

But back to classes, yes, very much I agree we do not need to hit every combo of every type, and only once. With this redesign the resulting list of classes would hit their intended marks really well while being even more evocative/flavorful in how they use their power sources. And I think there's an advantage to adding on the extra layer of a profession/role in the world, separate from their role in the party/encounter. :)
 

EzekielRaiden

Follower of the Way
To be clear (and clearly I wasn't! :) ), I'm not advocating for the 9 square grid coverage of each role and power source being covered... or that some square isn't covered twice or covered in different ways from different classes.

(Also, it's also likely not an actual 9 square grid, but that's a very strong element in architectural theory/history/design, so I went with it... ;) )

Rather, what I'm looking at is how, from 1e onward, certain classes have a thematic/profession flair to them, with abilities to support it, while others do not. Look at the fighter in 2e -- the whole class fits on less than a page, and a good chunk of that is the followers table for what happens at level 9. There's nothing else to them. Yet the Ranger (my go-to example for this) gets bits on tracking, on interacting with animals, on creature hunting, and so on. Druids get a whole thing on their organization and ethos.

Because of that, it is both limiting but also can get confusing and narratively weird. What if you want to have a band of wilderness scouts who protect the villages and the forest? Do they all need to be the Ranger class to be a Ranger? Why couldn't a veteran cleric in that group be as adept at survival and tracking as the "Ranger" Ranger?

I like the capabilities that come with groups like the Rangers or Druids (and the flavour too, though that needs to be left so that the DM can customize it for their world/campaign), and don't want all classes stripped down with nothing to replace them. Which is what 4e PHB did, in many ways -- there's almost no Ranger-esque riders to the Ranger class anymore, instead the class is really detailing a skirmishing dual-wielder or archer.

So my suggestion, which at first might seem counterintuitive, is to go full bore and strip every class down so they are all focused on their powers (and rename ones like the Ranger that have historical identities), AND also very much add another layer to cover that second layer of capabilities and flavour, such as being a Ranger, as a profession/calling. Thus, you'd have something like your Power/Class (HP, HS, Defenses, Weapon/Armour proficiency, some abilities, and your AEDU-ish powers), and your Profession (Skills, additional non-encounter based abilities, perhaps some additional U powers on a separate track).

To that I would also follow the now-common idea to split up what's traditionally covered in Race into Parentage/Ancestry (no ability score modifiers, but a few flavorful abilities (like dragonbreath) tied to the physiology), and your Past (which including culture and backgrounds, skills and perhaps an ability).

Then one can include Theme, Paragon Paths, and Epic Destinies.

But back to classes, yes, very much I agree we do not need to hit every combo of every type, and only once. With this redesign the resulting list of classes would hit their intended marks really well while being even more evocative/flavorful in how they use their power sources. And I think there's an advantage to adding on the extra layer of a profession/role in the world, separate from their role in the party/encounter. :)
I'm...not really sure how that responds to what I said though.

By stripping out "Fighter," "Paladin," "Swordmage," "Warden" etc. and replacing them with the Defender role and your choice of Source, you are necessarily eliminating the mechanical distinctiveness of each class. "Defender" now means one (and only one) set of mechanics. Likewise, "Martial" means one (and only one) set of mechanics, regardless of whether you are a Controller, Defender, Leader, or Striker. This is definitional to the approach: every Striker is, and must be, a Striker in exactly the same way, because the Striker mechanics are totally source-independent. There can be no distinction between the way that a Barbarian or an Avenger or a Sorcerer do their Striker thing, because there is one (and only one) way to be a Striker. That way might have toggles like ranged vs melee or something, but ultimately it has to be identical in what Striker options it grants, because you could always have chosen a different power source.

This isn't just about the bells and whistles of the experience, the wilderness survival element of Rangers or the entertaining performance element of Bards. It's the whole package. The thing that makes a "Martial Leader" (formerly Warlord) a Leader is, and must be, exactly the same thing or set/range of things as what makes an "Arcane Leader" and "Divine Leader" (formerly Bard and Cleric) a Leader in this system. All mechanical differences between classes of the same role vanish, must vanish, other than what is directly provided by choice of Source. You can't have unique Mark punishments or uniquely party-friendly AoEs or a distinction between "tanky bruiser" damage-dealing and "mobile skirmisher" damage-dealing, because everyone chooses from a perfectly identical list. That's the whole point of making it "choose from the list of four roles, and also from the list of five sources. That determines what character you play."

Your proposal to add a new category, Profession, is sort of a halfway effort at what I described as remaking the old system but with more steps. That is, you had already understood (before my post, I mean) that this approach strips out identity and leaves something same-y, and you wanted to respond to the idea that just because "Ranger" (to use your canned example) does fulfill the "wilderness survivalist" class fantasy, doesn't mean that has to be the only way to fulfill that class fantasy. Which is fair! The problem is, again, you would be doing so by needing to make these things generic.

Like, let's look at actual 4e Themes here, because I think they are illustrative. I like Themes as they are, and like you I would want to see them expanded into a full on "Heroic Origin" mechanic that scoops up culture, personal life history, and all the things that get a character started on their Hero's Journey. But the problem with your proposal—of making it so anyone wanting "wilderness survival" goes to the one-stop shop of Theme-town—is that that "Wilderness Survivor" theme must be separate from everything else their character is. You can't have any connections between any combination of Role, Source, or Theme, because the player could just as easily decide to do any one of them differently. Each of the combinations must be valid, and the whole point of this redesign is to make it simple and elegant without the (allegedly) crufty wastefulness of having a distinct Martial Striker who Does Wilderness Stuff, and instead having, "Pick your Role, Source, and Theme, or roll 1d4, 1d6, and 1d100 on the following tables." (Getting to 6 sources by having Martial, Divine, Primal, Arcane, Shadow or Elemental, and Psionic.) Making "Shadow Striker" be a Striker in a unique way, different from how a Martial Striker is a Striker, would be obviously counterproductive to the goal of simplifying and streamlining, but that's exactly what you would have to do to retain the mechanical distinctiveness of Rangers vs Assassins. Having a Theme of "Hired Killer" vs "Ex-Commando" doesn't, in any way, bring back that "we are both Strikers but in very different ways" element; it simply offers a way (itself entirely generic) to support the narrative and as the name implies thematic elements.

To reiterate, I like the fact that Themes, and only Themes, are this generic. If they are generic but classes are not generic, we get the best of both worlds: each class can be mechanically distinct and tailored to a particular set of class fantasies, while still supporting players who want something else or who don't want some of the baggage that comes with a particular class. That hypothetical "Hired Killer" Theme lets anyone get some of the flavor and mechanics of being an Assassin without actually needing to be that class, so they can be a ruthless and cold-blooded Wizard or a no-nonsense mercenary Fighter or whatever else tickles their fancy. The "Ex-Commando" lets anyone be a grizzled veteran or special forces operative, whether they're a Cleric from a frontier parish or a Bard who's had to rough it between gigs or whatever else. Ideally, there would be many Themes, or flexibility in exactly how each is implemented, so that this can be used to narrow in pretty specifically on what the player wants to play.

This way, you can still have the cool differences between Barbarians and Sorcerers and Rogues, while still getting the "not everyone needs to be a Ranger in order to be a wilderness survivalist, and indeed even the Ranger itself doesn't need to lean all that hard into it." You can still have Bards with the unique ability to multiclass freely and Wizards who are the absolute best at Ritual Casting and Druids that have shape changing powers, without having to force players who want to be musical performers or learned scholars or mystics to specifically be Bards, Wizards, and Druids respectively.

I will say, as an aside, you did leave out rather an important aspect of the Ranger that is actually wilderness-y: the option to have an Animal Companion. Which was actually reasonably balanced, unlike 5e where it sucked and took them like six or seven years to fix. That's a bit part of respecting and remembering the "wilderness survivor" element of the class without forcing people to take it if they just want to be a badass melee or ranged weapon specialist. (There's also the Fey Beast Tamer Theme, though, for folks who want a fuzzy buddy but don't necessarily want to be a Ranger to get one. Shaman and Druid also enabled some pet-related options, meaning you could have a variety of choices on that front, and all of them were at least tangentially related to Primal magic or the Fey.)
 
Last edited:

Remove ads

Top