You can also opt for more 'real world' approach to 'evil'.
i.e. the person knowingly lying about an oil-spill is doing 'evil' by most metrics. That same person, in a camping context, super nice and fun to hang with. Being 'evil' doesn't have to be about seeking out situations to be an arsehole...
Yeah. This all reads to me as if they'd need a very curated and guided 4e experience.
Something very few DMs are up for - it requires pretty deep system mastery AND (and this is certainly the hardest) an ability to limit and guide players in the choices without them being feeling to...
For skill checks/challenges - DCs in general. Have fewer 'steps' like 5e has.
One interesting that 13thAge does and which 5e does also (in a more obfuscated way) is to have 'tiered' difficulty.
4e has 30 'different' levels for skill DCs. That can lead to the feeling of 'the treadmill'. If you...
IMO feat chains should be thematic chains, not 'power chains'.
Feat A is about as useful and power as other feats available at the given time.
Feat B (which is a 'follow up') to feat A, is about as useful and powerful as other feats available at the given time.
Having A be weaker because B is...
Feats don't need to be locked behind other feats in order to be powerful - they need to be locked behind levels to be more powerful. We can still have nice things without need of the 'plan/build-expertise-requirement'.
As a completely random example :
L1 feat : when you attack a prone opponent, you can add 1d6 something to something
L4 feat : when you strike for 10 or more hp, you can knock the foe prone unless it save against...
For myself, I'd rather have them be optional as well - without any 'compensatory' benefit.
i.e. no ASI or feat - just Feat or No Feat, but with an important addition : comprehensive advice on the DM side on what a Feat-available game entails with regards to game management. Something along the...
What we* see of the influx and rise in popularity of D&D leans heavily in the direction of 'easy rules'**. Since the message WotC is sending out is : 'We like where we are and don't intend on rocking the boat'. It bears to reason that that is the direction they will adopt.
Personally, I agree...
Things like these are excellent and fun on, at least, two important conditions :
1 - the choices matter, but refer to the same general dimension of the game (the building has to be fun)
2 - there is a high probability of you being able to accomplish your plan (or a satisfying part of it)
(1)...