Mustrum_Ridcully
Legend
Things I love from D&D 4 that I want to see again:
1. Warlord. It was a fun class, and I think it has an important role in fiction that seems underserved in D&D 4 Core.
2. Monsters combat abilties should all be within the stat block. If they can cast as 15th level Sorceror, too, that's fine, but list the relevant powers in the stat block. No page-flipping between MM and PHB! Ideally also some monster abilities that make them feel unique. A Gnoll Sorceror and a Kobold Sorceror should definitely feel different from each other, but I should also see some shared features between the Gnoll Sorceror and the Gnoll Fighter.
3. All Classes balanced about the same across the adventuring day, regardless of how many fights there are each day.
That does not have to mean that everyone needs to have At-Will/Encounter/Daily.
What I wouldn't mind instead:
After a short rest (be it 5 minutes or an hour or a day), a character can recover all important abilities. There might be some things that don't recover that fast, but then, everyone should have access to some then. D&D 4 healing surges for example.
The reason I really want that is because I am running a campaign with sessions that don't go beyond 2.5 hours per week (minus cancellations), and you can't really pack that many fights in an adventure. We're not going to run through 12 fights to clear one dungeon and gain one level. So I really prefer if every class and character can be balanced around one fight per day or 12 fights a day equally.
Under this scenario, I did a homebrew Star Wars game that was mostly based on 4E ADEU framework, and I realized that having 4 encounter and 4 daily powers just became too much, too. I need lots of high level NPCs to even provide challenging encounters - and it's a homebrew, so I don't have play-tested monsters reasonably well tuned for encounter level/challenge rating determination.
What I kinda want to experiment with is taking some ideas from Iron Heroes. Classes earn tokens over the course of the combat to power more powerful abilities. I am not sure that would really fly with D&D, though. At least not directly. But maybe at least for spells one could convince people to accept longer casting times, to represent a spellcaster casting a really powerful spell. Maybe a Fighter can stock up his superiority dice each turn he doesn't use them, and has some options that are only available with a high number of superiority dice. A Rogue might be able to sneak around and study his foe for a nasty backstab attack. Ah, well, that isn't really D&D 4 anymore, of course.
1. Warlord. It was a fun class, and I think it has an important role in fiction that seems underserved in D&D 4 Core.
2. Monsters combat abilties should all be within the stat block. If they can cast as 15th level Sorceror, too, that's fine, but list the relevant powers in the stat block. No page-flipping between MM and PHB! Ideally also some monster abilities that make them feel unique. A Gnoll Sorceror and a Kobold Sorceror should definitely feel different from each other, but I should also see some shared features between the Gnoll Sorceror and the Gnoll Fighter.
3. All Classes balanced about the same across the adventuring day, regardless of how many fights there are each day.
That does not have to mean that everyone needs to have At-Will/Encounter/Daily.
What I wouldn't mind instead:
After a short rest (be it 5 minutes or an hour or a day), a character can recover all important abilities. There might be some things that don't recover that fast, but then, everyone should have access to some then. D&D 4 healing surges for example.
The reason I really want that is because I am running a campaign with sessions that don't go beyond 2.5 hours per week (minus cancellations), and you can't really pack that many fights in an adventure. We're not going to run through 12 fights to clear one dungeon and gain one level. So I really prefer if every class and character can be balanced around one fight per day or 12 fights a day equally.
Under this scenario, I did a homebrew Star Wars game that was mostly based on 4E ADEU framework, and I realized that having 4 encounter and 4 daily powers just became too much, too. I need lots of high level NPCs to even provide challenging encounters - and it's a homebrew, so I don't have play-tested monsters reasonably well tuned for encounter level/challenge rating determination.
What I kinda want to experiment with is taking some ideas from Iron Heroes. Classes earn tokens over the course of the combat to power more powerful abilities. I am not sure that would really fly with D&D, though. At least not directly. But maybe at least for spells one could convince people to accept longer casting times, to represent a spellcaster casting a really powerful spell. Maybe a Fighter can stock up his superiority dice each turn he doesn't use them, and has some options that are only available with a high number of superiority dice. A Rogue might be able to sneak around and study his foe for a nasty backstab attack. Ah, well, that isn't really D&D 4 anymore, of course.