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4e (DnD: Tactics) remake wish list.
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<blockquote data-quote="Aldarc" data-source="post: 8922599" data-attributes="member: 5142"><p>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. </p><p></p><p></p><p>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. </p><p></p><p></p><p>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. </p><p></p><p></p><p>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. </p><p></p><p></p><p>This seems like a no-brainer. There is a lot of math that could be adjusted, but it took 4e awhile to find the right math. </p><p></p><p></p><p>Yes. Agreed. </p><p></p><p></p><p>This would potentially work as well in reducing some of the redundancy of higher level powers doing the same thing but a bit better. </p><p></p><p>Other Potential Changes </p><ul> <li data-xf-list-type="ul">Rename "Healing Surges" to "Vitality" or something a little more accurate to their function in the game</li> <li data-xf-list-type="ul">Change the <strong>Sorcerer</strong> from using the <em>Arcane</em> power source to <em>Elemental</em> 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.</li> </ul></blockquote><p></p>
[QUOTE="Aldarc, post: 8922599, member: 5142"] 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. 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. 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. 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. This seems like a no-brainer. There is a lot of math that could be adjusted, but it took 4e awhile to find the right math. Yes. Agreed. This would potentially work as well in reducing some of the redundancy of higher level powers doing the same thing but a bit better. Other Potential Changes [LIST] [*]Rename "Healing Surges" to "Vitality" or something a little more accurate to their function in the game [*]Change the [B]Sorcerer[/B] from using the [I]Arcane[/I] power source to [I]Elemental[/I] 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. [/LIST] [/QUOTE]
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