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*Dungeons & Dragons
4e (DnD: Tactics) remake wish list.
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<blockquote data-quote="Blue" data-source="post: 8922266" data-attributes="member: 20564"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Blue, post: 8922266, member: 20564"] 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. [/QUOTE]
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4e (DnD: Tactics) remake wish list.
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