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<blockquote data-quote="Arbiter of Wyrms" data-source="post: 2957152" data-attributes="member: 18021"><p>When will you be ready for 4E? </p><p></p><p>I'm not looking for a date. Those threads grow tiresome quickly. I'm looking for what conditions need to be met before most of us agree that the switch is a good one. 3E represented an incredible improvement over AD&D, IMO, but I've begun to see flaws that 3.5 could not, and probably should not, have changed. As much as I believe, though, that changes must take place before I, personally, will be enthusiastic for 4E, I also believe that some things must stay as they are.</p><p></p><p><span style="font-size: 15px">Changes Needed:</span></p><p>I believe that 4E must include many of <a href="http://www.enworld.org/showthread.php?t=166988" target="_blank">these</a> changes to the cleric class.</p><p></p><p>4E must fix the wonderfully-innovative-but-still-not-perfect LA/ECL/CR difficulties that plague 3E.</p><p></p><p>A range of base classes for each "party role," i.e. skill-user, combatant, spell-user should be included and these must be genuinely different from one another. </p><p></p><p>I would like to see a stable, thoroughly playtested psionics system included in the core rules.</p><p></p><p>Clear guidelines for the incorporation of innevitable supplemental material must be included from the outset. "Does my character automatically get all these new spells? How do I know if these feats stack? Did the designer who wrote this read the core rules?"</p><p></p><p>The core rules should be divorced from any particular campaign setting.</p><p></p><p>Greater transparency in the rules would facilitate the kind of customization that makes the game so rich.</p><p></p><p>The PHB should include an easy-to-find appendix to walk anyone through the process of character creation in a fun, quick, inspiring way.</p><p></p><p>The firm marriage of table-top RPG and miniatures must not be allowed to grow stronger. some of us don't even play at a table. Terrific stories can be created without ever resorting to minitures, tokens, or battlemats.</p><p></p><p><span style="font-size: 15px">Holy Cows (or things to keep):</span></p><p><span style="font-size: 26px">d20/OGL</span> This, above all, is essential to the survival of the game. I agree with those who have said that Wizards no longer has any choice, under the OGl, but to keep the system, but I also believe that their legal department is better funded than mine. Without the competitve/colaborative effort of multiple publishers, the game would stagnate.</p><p></p><p>Excellent production values. I use my PHB at every game I run. I like to know that it can handle extended use as a writing surface, a coaster, a shim, a simple weapon which deals 1d2 nonlethal damage, and a reference text. It has to be beautiful. The artwork should inspire my imagination as much, or more than, the writing. Idecces, tables of contents, and cross-references make every reference book better.</p><p></p><p>The miniature-friendly nature of the game is good. While not everyone always uses minis, or even wants to, minis on a battlemat really can enhance a game and should never be discouraged.</p><p></p><p>Classes</p><p></p><p>Levels</p><p></p><p>Hit Points</p><p></p><p>Races</p><p></p><p>Templates (they don't have to just be for creatures anymore)</p><p></p><p>Types</p><p></p><p>Challenge Ratings</p><p></p><p>Difficulty Classes/Skills</p><p></p><p>Feats or something like them</p><p></p><p><span style="font-size: 15px">Ideas to which I'm open:</span></p><p>Gestalt characters as a core rule. I like the gestalt rules not because they're so uber-powerful, but because they allow for a fine degree of customization and differentiation.</p><p></p><p>Multiple system of magic. Warlocks' invocations, Wizards' spells, Psions' powers, Priests' prayers, Binders' pacts, and more. I'm perfectly happy having them all work differently and all of them side-by-side. Only the hard-core gamers will ever learn all of them, but that's no different from how things work now. Casual gamers will only learn one system or will learn none at all. Again, status quo.</p><p></p><p><span style="font-size: 15px">So, what sorts of standards would have to be met to sell you on 4E?</span></p></blockquote><p></p>
[QUOTE="Arbiter of Wyrms, post: 2957152, member: 18021"] When will you be ready for 4E? I'm not looking for a date. Those threads grow tiresome quickly. I'm looking for what conditions need to be met before most of us agree that the switch is a good one. 3E represented an incredible improvement over AD&D, IMO, but I've begun to see flaws that 3.5 could not, and probably should not, have changed. As much as I believe, though, that changes must take place before I, personally, will be enthusiastic for 4E, I also believe that some things must stay as they are. [SIZE=4]Changes Needed:[/SIZE] I believe that 4E must include many of [url=http://www.enworld.org/showthread.php?t=166988]these[/url] changes to the cleric class. 4E must fix the wonderfully-innovative-but-still-not-perfect LA/ECL/CR difficulties that plague 3E. A range of base classes for each "party role," i.e. skill-user, combatant, spell-user should be included and these must be genuinely different from one another. I would like to see a stable, thoroughly playtested psionics system included in the core rules. Clear guidelines for the incorporation of innevitable supplemental material must be included from the outset. "Does my character automatically get all these new spells? How do I know if these feats stack? Did the designer who wrote this read the core rules?" The core rules should be divorced from any particular campaign setting. Greater transparency in the rules would facilitate the kind of customization that makes the game so rich. The PHB should include an easy-to-find appendix to walk anyone through the process of character creation in a fun, quick, inspiring way. The firm marriage of table-top RPG and miniatures must not be allowed to grow stronger. some of us don't even play at a table. Terrific stories can be created without ever resorting to minitures, tokens, or battlemats. [SIZE=4]Holy Cows (or things to keep):[/SIZE] [SIZE=7]d20/OGL[/SIZE] This, above all, is essential to the survival of the game. I agree with those who have said that Wizards no longer has any choice, under the OGl, but to keep the system, but I also believe that their legal department is better funded than mine. Without the competitve/colaborative effort of multiple publishers, the game would stagnate. Excellent production values. I use my PHB at every game I run. I like to know that it can handle extended use as a writing surface, a coaster, a shim, a simple weapon which deals 1d2 nonlethal damage, and a reference text. It has to be beautiful. The artwork should inspire my imagination as much, or more than, the writing. Idecces, tables of contents, and cross-references make every reference book better. The miniature-friendly nature of the game is good. While not everyone always uses minis, or even wants to, minis on a battlemat really can enhance a game and should never be discouraged. Classes Levels Hit Points Races Templates (they don't have to just be for creatures anymore) Types Challenge Ratings Difficulty Classes/Skills Feats or something like them [SIZE=4]Ideas to which I'm open:[/SIZE] Gestalt characters as a core rule. I like the gestalt rules not because they're so uber-powerful, but because they allow for a fine degree of customization and differentiation. Multiple system of magic. Warlocks' invocations, Wizards' spells, Psions' powers, Priests' prayers, Binders' pacts, and more. I'm perfectly happy having them all work differently and all of them side-by-side. Only the hard-core gamers will ever learn all of them, but that's no different from how things work now. Casual gamers will only learn one system or will learn none at all. Again, status quo. [SIZE=4]So, what sorts of standards would have to be met to sell you on 4E?[/SIZE] [/QUOTE]
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