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<blockquote data-quote="A'koss" data-source="post: 2957306" data-attributes="member: 840"><p>Here are some of my thoughts...</p><p></p><p><strong>Changes needed:</strong></p><p></p><p>1. Better game balance and more DM-manageable at higher levels of play. This could be a lengthy thread on its own.</p><p>2. More of a character's power derived from PC ability and less from magic. Magic is good, but it can get a little silly at higher levels. </p><p>3. Simply the Skills System. Skills were a great addition to the game but should be handled more simply and (at least most) classes should have more skills overall (skills are fun!).</p><p>4. Feats. Take a page out of the Iron Heroes system here. They have simplified the prerequisite system with Feat Mastery Levels and the Feat Mastery chains themselves are a great idea. The more I look at this system, the more I love it.</p><p>5. LA/CR/ECL. I agree that this is a great idea that just needs to evolve to be greater yet.</p><p>6. Computer support. I also would like to see comprehensive and continuous support here.</p><p>7. Monsters. Think very hard about the quantity vs quality of a critter's abilities. Some monsters can do so many different things (especially those with spellcaster levels on top of numerous feats and special abilities) that playing them effectively is very difficult and time consuming.</p><p>8. Prep time. As Mearls touched upon in another thread, maximize the fun in time you put into the game. The more time spent in dealing with balance issues, stating NPCs (and spell buffs!) and just dealing with the game-y issues is time spent away from actually building your campaign.</p><p>9. I hope they think very hard about what adventures and combat should be like at higher level play and how they can make that both more managable and less, well... "D&D" for lack of a better word. </p><p><em>Scry/Buff/Teleport? </em></p><p><em>Improved Invis/Fly/Bombardment? </em></p><p><em>Save or Die/Nerf fests? </em></p><p><em>Got a mystery...? Got a divination solution.</em></p><p>There is a reason why the <10th level are the most popular ones even though you'd think HL play would be/should be the most fun.</p><p>10. Classes. Definitely look at what's working/what's not, ideas to prune from the supplements (Warlock-style class for example), inject more fun into the melee classes, improve the multiclassing rules, grant more spells per day for the big arcane spellcasters, make them a little tougher but prune some of their high level power (and the latter goes for the divine casters as well). </p><p></p><p>I do believe we need to keep the class-based system, but offering more choices of abilities within that class (like many of the Iron Heroes classes do) would be a good way to go. Hit Points - yes, but compress the disparities between the classes as well as high level stat boosts. Races - fine. They are so integral to the game you couldn't just remove them anyway (no matter how much I'd like to see the wee folk - gnomes and halflings stricken as PC races <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> ). Templates are a good idea, even if they sometimes get abused as is typing creatures. </p><p></p><p>Another philosophy I think Iron Heroes gets right is balancing the game against the <em>encounter</em> and not "per day". I think they should definitely take a hard look at moving the game in that direction (not saying use "tokens" per se, but definitely move the game away from x/day).</p><p></p><p>There are definitely a lot of great things that 3e brought to the game, it will be nice to see it taken to the next step...</p></blockquote><p></p>
[QUOTE="A'koss, post: 2957306, member: 840"] Here are some of my thoughts... [B]Changes needed:[/B] 1. Better game balance and more DM-manageable at higher levels of play. This could be a lengthy thread on its own. 2. More of a character's power derived from PC ability and less from magic. Magic is good, but it can get a little silly at higher levels. 3. Simply the Skills System. Skills were a great addition to the game but should be handled more simply and (at least most) classes should have more skills overall (skills are fun!). 4. Feats. Take a page out of the Iron Heroes system here. They have simplified the prerequisite system with Feat Mastery Levels and the Feat Mastery chains themselves are a great idea. The more I look at this system, the more I love it. 5. LA/CR/ECL. I agree that this is a great idea that just needs to evolve to be greater yet. 6. Computer support. I also would like to see comprehensive and continuous support here. 7. Monsters. Think very hard about the quantity vs quality of a critter's abilities. Some monsters can do so many different things (especially those with spellcaster levels on top of numerous feats and special abilities) that playing them effectively is very difficult and time consuming. 8. Prep time. As Mearls touched upon in another thread, maximize the fun in time you put into the game. The more time spent in dealing with balance issues, stating NPCs (and spell buffs!) and just dealing with the game-y issues is time spent away from actually building your campaign. 9. I hope they think very hard about what adventures and combat should be like at higher level play and how they can make that both more managable and less, well... "D&D" for lack of a better word. [I]Scry/Buff/Teleport? Improved Invis/Fly/Bombardment? Save or Die/Nerf fests? Got a mystery...? Got a divination solution.[/I] There is a reason why the <10th level are the most popular ones even though you'd think HL play would be/should be the most fun. 10. Classes. Definitely look at what's working/what's not, ideas to prune from the supplements (Warlock-style class for example), inject more fun into the melee classes, improve the multiclassing rules, grant more spells per day for the big arcane spellcasters, make them a little tougher but prune some of their high level power (and the latter goes for the divine casters as well). I do believe we need to keep the class-based system, but offering more choices of abilities within that class (like many of the Iron Heroes classes do) would be a good way to go. Hit Points - yes, but compress the disparities between the classes as well as high level stat boosts. Races - fine. They are so integral to the game you couldn't just remove them anyway (no matter how much I'd like to see the wee folk - gnomes and halflings stricken as PC races :p ). Templates are a good idea, even if they sometimes get abused as is typing creatures. Another philosophy I think Iron Heroes gets right is balancing the game against the [I]encounter[/I] and not "per day". I think they should definitely take a hard look at moving the game in that direction (not saying use "tokens" per se, but definitely move the game away from x/day). There are definitely a lot of great things that 3e brought to the game, it will be nice to see it taken to the next step... [/QUOTE]
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