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<blockquote data-quote="Greg K" data-source="post: 2961288" data-attributes="member: 5038"><p>Some of the things that would be necessary to get me to look at 4e:</p><p></p><p>1. Fewer absolutes (as per SKR's web article): </p><p></p><p>2. Less Reliance on Magic items including adding class defensive bonus that works with armor. </p><p></p><p>3. Add Medium Save bonus. </p><p></p><p>4. Slower Advancement from levels 5-20</p><p></p><p>5. With regards to the racial names and greyhawk references in the PHB, either move them to an appendix in the PHB as sample setting or move the material to the DMG as an example of campaign building. </p><p></p><p>6. Races: </p><p>Seperate race into race and background/culture. </p><p></p><p>Race should only provide inborn abilities- stat bonuses/s, save bonus, darkvision, nightvision, and other factors due to racial factors</p><p></p><p>Background/ Culture provides learned abilities such as racial weapon familiarity,skill bonus, combat bonuses vs. certain races, stonecunning, bonus languages etc. Depending on the campaign, culture might limit starting class choices and may provide alternative class features.</p><p></p><p>Possible options for background/culture: Arctic, Cave, Coastal, Desert, Forest, Island, Jungle/rainforest, Marsh/Swamp, Mountain, Noble, Nomad, Rural (farmer/herder), Street, Urban,</p><p></p><p>7. Classes: </p><p>I want several classes with sample variants as per Unearthed Arcana</p><p></p><p>A. Pure Spellcasters (low BAB, light or no armor, d4 or d6 hit die, Good Will Save)</p><p>Animist (nature caster) (druid renamed)</p><p>Cleric (divine caster)</p><p>Priest (scholarly divine caster)</p><p>Shaman (spirit/totem caster)</p><p>Sorcerer ( untrained inborn Arcane caster)</p><p>----variant: Celestial Blood</p><p>----variant: Draconic Blood</p><p>----variant: Fey Blood</p><p>Witch</p><p>Wizard (Scholarly Arcane caster)</p><p>Wizard, Specialists: using the UA variant abilities</p><p></p><p></p><p>B. Non-Spellcasting Classes</p><p>Berserker: 3.x Barbarian ( Note: inclusion of this class is if rage does not become a feat chain)</p><p>----variant: Urban Berserker</p><p>Fighter</p><p>----variant: Thug (PHB/UA)</p><p>Hunter: Barbarian Hunter (UA)</p><p>Martial Artist: non ki-based unarmed fighting specialist</p><p>Rogue</p><p>----variant: Martial Rogue (UA)</p><p>----variant: Wilderness Rogue (UA)</p><p>----note: options to trapfinding/trapsense for those non-dungeon delving or burglar rogues</p><p></p><p></p><p>C. Martial/Spellcasting Hybrid Classes*</p><p>Dabbler (Rogue/ Wizard)</p><p>----variant Beguiler</p><p>Holy Warrior (Fighter/Cleric)</p><p>Monk (spellcasting Martial Artist)</p><p>----variant: Arcane Monk (Arcane/Martial Artist)</p><p>----variant: Divine Monk (Divine/Martial Artist)</p><p>----variant: Nature Monk (Animist/Martial Artist)</p><p>----variant: Spirit Monk (Shaman/Martial Artist)</p><p>Ranger (Animist/Hunter)*</p><p>----variant: Urban Ranger</p><p>Warrior Mage (Fighter/Wizard)*: More like AEG"s Myrmidon rather than duskblade/Spellsword</p><p></p><p>* 0 level spells at first level, 1st level spells at 2nd level, new spell level every 4 levels thereafter. Caster level=class level</p><p></p><p>8. Skills: </p><p>I don't want to see a reduction or collapsing in skills. However, I would like to see classes get more skill points.</p><p></p><p>9. Feats</p><p> use the d20Modern Brawl, Combat MA, Defensive MA feat trees</p><p></p><p>10. Equipment</p><p> Include the missing armor and weapon types from earlier editions that were reintroduced in Arms and Equipment (My preference would be to pull out from the alchemical items and the new weapons created for 3.X (e.g., spiked chain) and reintroduce them in another supplement).</p><p></p><p>11. NPC Classes: Commoner, Craftsman, Performer, Professionals. </p><p></p><p>12. Psionics *not*core.</p><p></p><p>13. Magic: I would love to see Vancian Magic go bye-bye. </p><p></p><p>14. Classes and Level: I don't mind keeping class and level. However, I want classes to have less set carrots at each level and more customization choices for player/DMs. </p><p></p><p>15. I agree with those saying to get rid of the wealth per level.</p></blockquote><p></p>
[QUOTE="Greg K, post: 2961288, member: 5038"] Some of the things that would be necessary to get me to look at 4e: 1. Fewer absolutes (as per SKR's web article): 2. Less Reliance on Magic items including adding class defensive bonus that works with armor. 3. Add Medium Save bonus. 4. Slower Advancement from levels 5-20 5. With regards to the racial names and greyhawk references in the PHB, either move them to an appendix in the PHB as sample setting or move the material to the DMG as an example of campaign building. 6. Races: Seperate race into race and background/culture. Race should only provide inborn abilities- stat bonuses/s, save bonus, darkvision, nightvision, and other factors due to racial factors Background/ Culture provides learned abilities such as racial weapon familiarity,skill bonus, combat bonuses vs. certain races, stonecunning, bonus languages etc. Depending on the campaign, culture might limit starting class choices and may provide alternative class features. Possible options for background/culture: Arctic, Cave, Coastal, Desert, Forest, Island, Jungle/rainforest, Marsh/Swamp, Mountain, Noble, Nomad, Rural (farmer/herder), Street, Urban, 7. Classes: I want several classes with sample variants as per Unearthed Arcana A. Pure Spellcasters (low BAB, light or no armor, d4 or d6 hit die, Good Will Save) Animist (nature caster) (druid renamed) Cleric (divine caster) Priest (scholarly divine caster) Shaman (spirit/totem caster) Sorcerer ( untrained inborn Arcane caster) ----variant: Celestial Blood ----variant: Draconic Blood ----variant: Fey Blood Witch Wizard (Scholarly Arcane caster) Wizard, Specialists: using the UA variant abilities B. Non-Spellcasting Classes Berserker: 3.x Barbarian ( Note: inclusion of this class is if rage does not become a feat chain) ----variant: Urban Berserker Fighter ----variant: Thug (PHB/UA) Hunter: Barbarian Hunter (UA) Martial Artist: non ki-based unarmed fighting specialist Rogue ----variant: Martial Rogue (UA) ----variant: Wilderness Rogue (UA) ----note: options to trapfinding/trapsense for those non-dungeon delving or burglar rogues C. Martial/Spellcasting Hybrid Classes* Dabbler (Rogue/ Wizard) ----variant Beguiler Holy Warrior (Fighter/Cleric) Monk (spellcasting Martial Artist) ----variant: Arcane Monk (Arcane/Martial Artist) ----variant: Divine Monk (Divine/Martial Artist) ----variant: Nature Monk (Animist/Martial Artist) ----variant: Spirit Monk (Shaman/Martial Artist) Ranger (Animist/Hunter)* ----variant: Urban Ranger Warrior Mage (Fighter/Wizard)*: More like AEG"s Myrmidon rather than duskblade/Spellsword * 0 level spells at first level, 1st level spells at 2nd level, new spell level every 4 levels thereafter. Caster level=class level 8. Skills: I don't want to see a reduction or collapsing in skills. However, I would like to see classes get more skill points. 9. Feats use the d20Modern Brawl, Combat MA, Defensive MA feat trees 10. Equipment Include the missing armor and weapon types from earlier editions that were reintroduced in Arms and Equipment (My preference would be to pull out from the alchemical items and the new weapons created for 3.X (e.g., spiked chain) and reintroduce them in another supplement). 11. NPC Classes: Commoner, Craftsman, Performer, Professionals. 12. Psionics *not*core. 13. Magic: I would love to see Vancian Magic go bye-bye. 14. Classes and Level: I don't mind keeping class and level. However, I want classes to have less set carrots at each level and more customization choices for player/DMs. 15. I agree with those saying to get rid of the wealth per level. [/QUOTE]
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