Hi everyone. It's no secret that I loved 4th Edition. And after running 5E for a few years, I've decided that I really don't like DMing it. I like playing. I like the player side of the game for the most part. But I find the monsters to be supremely boring. I miss the complexity of combat in 4E. I miss the set piece boss battles (and legendary monsters don't do it for me, even with their lairs). 5E combat is over way too soon.
Yeah, I like 4e combat, except I wanted to tweak things a LITTLE bit, such that you could fight fewer tougher monsters, or more less tough monsters in a bit more flexible way than in 4e. That when you do unleash the big capstone move that it doesn't foof. I wanted a few less twiddly power uses and more meaty ones. So I did tweak things a bit
https://drive.google.com/file/d/1hDqxN9WDlPUruYUIuDZo1YJcMcEqMSLm/view?usp=sharing in HoML. Feel free to rip things off, I put an OGL on it for good measure a while back too.
So, I've been thinking passively for years about trying to make a 4E hack. Either rewrite the 5E monsters to make them like 4E, or polish up the player side of 4E to streamline it (last time I looked at the list of powers, I got decision paralysis). I feel like rewriting the classes of 4E would be less work than remaking all of the monsters, but the monsters may just require writing new monster level guidelines and doing some analysis on PC damage per round (and adding some role mechanics back into the tank classes).
But, if I were to rewrite the classes of 4E, here are my thoughts:
Decouple class from role. Essentials showed us you could have a striker paladin or fighter, a leader druid, and a controller ranger. The core four classes (cleric, fighter, rogue, wizard) could possibly have builds that allow for any of the roles.
I don't really agree in the long run. These classes are not as thematically strong as the ones in the PHB1 which are rock solid sure of themselves in their role. If you want a different role with a basically similar class, then make a new class! If you want to share power lists, then do so, make them source-based or whatever (HoML has powers derived mostly from 'boons' which are sort of like mini bits of class which you can simply accumulate to make what you want on top of your base class). It also has some 'source powers'. There are TONS of class concepts out there, more than enough to go around, particularly if you avoid such 'kitchen sink' designs as 'Wizard' and 'Fighter' in favor of somewhat thematically tighter classes.
Yes, you could do this all with 'kits', 'themes', 'sub-classes', 'builds', etc. I just tired of the madness and flattened the whole thing down to "this class does X" and if you don't like X, then be something else! Given how little is fixed to class irrevocably in HoML it really isn't an issue like it was in AD&D. Nor is it the monstrous pain to make a new class that it was in 4e.
Redefine controller as artillery. Controller as a role is hard to build for, as it is more determined by power selection and not class abilities.
Never liked this idea, it is too limiting. Control is not just 'artillery', which in fact I would consider a flavor of striking in general (though its certainly true that a lot of area attacks will attain a degree of 'denial' based control).
Reduce the classes down to the 5E 12+ (I love psionics, I'll still bring it in, and I'm growing to like the Artificer as a class). I believe these classes have minimal overlap, and other missed classes could be different builds within the other classes (warlord could be a leader fighter or a weapon oriented bard, invoker could be a controller cleric).
Largely decouple powers from classes. Create spell lists and shared powers. No need to have 8 different at-will weapon attacks that do 1d[w]+mod and slowed for 1 round.
I don't particularly see the specific 12 of 5e to be especially canonical, and I have no intention of doing without my warlords

. Still, 4e has a LOT of classes, and then they have builds, themes, PP and ED on top of that, which is a HECK of a lot of variety. I have probably equal variety, and a bit more than 12 classes, but not much more (and honestly many have not been fleshed out sufficiently to play in HoML yet). Its enough though with the shared power lists per source and powers mostly coming from boons which are not strictly bound to a specific class.
Reintroduce the 1-9 spell progression. A 20th level character ends with 4 encounter and 4 daily powers, and those could be tracked against 2nd-5th and 6th-9th level spells (this ends up being fairly close with the slots of 5E), with 1st level spells becoming at-will slots at a point.
I didn't really see the point. I mean, maybe in 4e proper that might have been a decent 'PR' move, but I doubt it would have saved 4e and might have lead to a more awkward design. In HoML I wouldn't see a point, it is NOT D&D, so why cater to sacred cows of bygone editions?
Not all classes have daily powers. Borrowing from Essentials, some classes/subclasses could have different power structures. Fighters could have their daily power allowance go towards spells (eldritch knight), static bonuses, or additional encounter exploits (I imagine the eldritch knight stealing from the blade singer and using wizard encounters as dailies, but getting to pair them with at-wills).
I'm in favor of the A/E/D/U style of having a fixed set of slots everyone adheres to. It is a great leveler and design constraint which makes things 'just work'.
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This might be a lot of work, but its stuff I like working on. Redoing the monsters as I need them might be easier, though.
What do you think?
Well, I like my ideas best, so stick with them!

hehe.