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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E - more rules or less?
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<blockquote data-quote="ruemere" data-source="post: 3161717" data-attributes="member: 5515"><p><em>No tables. </em></p><p>Calculating jump distances/turn checks/encumberance is tiresome.</p><p></p><p><em>Less spells. </em></p><p>Each spell is unique instance of a rule. Too many spells and spellcasters really slow down game.</p><p></p><p><em>Develop/expand spell properties.</em></p><p>Arcana Unearthed. 'Nuff said.</p><p></p><p><em>Make low skill ranks more effective. Make high skill ranks more expensive to acquire.</em></p><p>As written, low level of skill is highly dependent on character traits and, with high variance of d20 roll, highly unpredictable. There is a reason why there are no 4th level Commoner Artisan masters - their skill ranks would not make them effective.</p><p></p><p>Example:</p><p>Skill check: d20 + ability bonus + skill ranks + skill rank bonus</p><p></p><p>Skill ranks: Skill rank bonus</p><p>0 skill ranks: -4</p><p>1+ skill ranks: +0</p><p>6+ skill ranks: +2</p><p>11+ skill ranks: +4</p><p>.... every 5 ranks: add additional +2</p><p>(formula: divide by 5, round down, multiply by 2)</p><p></p><p>Skill ranks: Skill cost bonus</p><p>The cost to add additional rank is equal to (1+skill rank bonus of new rank).</p><p>(1-5 - 1 skill point per rank, 6-10 - 3 skill points per rank and so on)</p><p></p><p><em>No crafts, no professions, simply skills.</em></p><p>Enough of this mess and questions like: I'm a sailor, can I swim just a bit?</p><p></p><p><em>More skill points per level. Let everyone have the same number of skill points.</em></p><p>We've got Intelligence bonus already. We don't need class-based progression for every class in existence.</p><p>If you're worried about Expert-type characters, make additional skill points a class feature.</p><p>For the skill rank system proposed above, 6 skill points per level should be sufficient.</p><p></p><p><em>Make hero development more customizable.</em></p><p>Grant feat every level. Grant ability increase every level. Limit starting ability scores to 8-12 range. </p><p>Group feats into feat trees (to avoid cherry picking).</p><p>Limit ability development to certain difference between lowest and highest score (to avoid min maxing chaos).</p><p></p><p><em>No material components for spells. Use spell foci instead.</em></p><p>Spell focus - item one has to attune to in order to be able to cast spells. Once removed from characters possession, the character is rendered powerless (the way to avoid mute-blind-with-broken-fingers way of subduing spellcasters).</p><p>That's also removes some pain of tracking items.</p><p></p><p><em>No material costs for powerful spells. Use drain-type cost instead.</em></p><p>Powerful spells should be limited by ability and experience drains. Otherwise, any such spell is only limited by character's personal wealth. Also, increase casting times.</p><p></p><p><em>Nerf game breaking spells. Give peace a chance.</em></p><p>Nerf:</p><p>- Instant transportation spells (suggestion: long preparations, the target location is somehow marked during spell casting - strange lights, maybe? - so there is no surprise factor involved).</p><p>- Buff spells (suggestion: ability drain for both the caster and recipient).</p><p>- Raise dead spells (long casting time instead of high cost, ability drains requiring additional healing, clinical death rule instead of unflexible -10 damage threshold).</p><p>- Instakill spells make the character dying, not dead (use clinical death rule).</p><p>- Direct damage spells are fine, but also make the character dying rather than dead.</p><p>- Massive damage makes the character dying, not dead.</p><p></p><p>Clinical death rule: the character immediately below 0 hitpoints is unconscious, a little more below - dying, but not dead. He needs professional help within minutes, not seconds.</p><p></p><p>...</p><p></p><p>And many more fixes. In short, more power to the people, albeit with fewer instant kill / instant know-how-to abilities.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 3161717, member: 5515"] [i]No tables. [/i] Calculating jump distances/turn checks/encumberance is tiresome. [i]Less spells. [/i] Each spell is unique instance of a rule. Too many spells and spellcasters really slow down game. [i]Develop/expand spell properties.[/i] Arcana Unearthed. 'Nuff said. [i]Make low skill ranks more effective. Make high skill ranks more expensive to acquire.[/i] As written, low level of skill is highly dependent on character traits and, with high variance of d20 roll, highly unpredictable. There is a reason why there are no 4th level Commoner Artisan masters - their skill ranks would not make them effective. Example: Skill check: d20 + ability bonus + skill ranks + skill rank bonus Skill ranks: Skill rank bonus 0 skill ranks: -4 1+ skill ranks: +0 6+ skill ranks: +2 11+ skill ranks: +4 .... every 5 ranks: add additional +2 (formula: divide by 5, round down, multiply by 2) Skill ranks: Skill cost bonus The cost to add additional rank is equal to (1+skill rank bonus of new rank). (1-5 - 1 skill point per rank, 6-10 - 3 skill points per rank and so on) [i]No crafts, no professions, simply skills.[/i] Enough of this mess and questions like: I'm a sailor, can I swim just a bit? [i]More skill points per level. Let everyone have the same number of skill points.[/i] We've got Intelligence bonus already. We don't need class-based progression for every class in existence. If you're worried about Expert-type characters, make additional skill points a class feature. For the skill rank system proposed above, 6 skill points per level should be sufficient. [i]Make hero development more customizable.[/i] Grant feat every level. Grant ability increase every level. Limit starting ability scores to 8-12 range. Group feats into feat trees (to avoid cherry picking). Limit ability development to certain difference between lowest and highest score (to avoid min maxing chaos). [i]No material components for spells. Use spell foci instead.[/i] Spell focus - item one has to attune to in order to be able to cast spells. Once removed from characters possession, the character is rendered powerless (the way to avoid mute-blind-with-broken-fingers way of subduing spellcasters). That's also removes some pain of tracking items. [i]No material costs for powerful spells. Use drain-type cost instead.[/i] Powerful spells should be limited by ability and experience drains. Otherwise, any such spell is only limited by character's personal wealth. Also, increase casting times. [i]Nerf game breaking spells. Give peace a chance.[/i] Nerf: - Instant transportation spells (suggestion: long preparations, the target location is somehow marked during spell casting - strange lights, maybe? - so there is no surprise factor involved). - Buff spells (suggestion: ability drain for both the caster and recipient). - Raise dead spells (long casting time instead of high cost, ability drains requiring additional healing, clinical death rule instead of unflexible -10 damage threshold). - Instakill spells make the character dying, not dead (use clinical death rule). - Direct damage spells are fine, but also make the character dying rather than dead. - Massive damage makes the character dying, not dead. Clinical death rule: the character immediately below 0 hitpoints is unconscious, a little more below - dying, but not dead. He needs professional help within minutes, not seconds. ... And many more fixes. In short, more power to the people, albeit with fewer instant kill / instant know-how-to abilities. Regards, Ruemere [/QUOTE]
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