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<blockquote data-quote="Xeviat" data-source="post: 7556026" data-attributes="member: 57494"><p>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.</p><p></p><p>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).</p><p></p><p>But, if I were to rewrite the classes of 4E, here are my thoughts:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>-------</p><p></p><p>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.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7556026, member: 57494"] 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. 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. 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. 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. 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. 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). ------- 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? [/QUOTE]
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