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4E - What Rules Need Fixing?
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<blockquote data-quote="~Johnny~" data-source="post: 3718489" data-attributes="member: 16493"><p>I wish I could post this in a place where I knew someone from WotC was actually paying attention. But I figure page 2 of an ENWorld thread is better than <a href="http://forums.gleemax.com/showthread.php?t=907676&page=29" target="_blank">page 29</a> of a Wizards thread. Here's what I want out of D&D in 4e:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Familiars as a default class option</strong> - Flavor-wise, you might as well require wizards to wear pointy hats. In years of playing D&D, I think I've seen <em>one</em> person consistently remember to use (and roleplay) his familiar. </li> <li data-xf-list-type="ul"><strong>30 minutes of adventure, 8 hours of sleep</strong> - It's silly enough that my players to have to set up camp every time they advance three rooms through a dungeon. But if I want them to be invading an enemy camp, or participating in a war, that limitation gets ridiculous. What is fun about requiring an 8 hour recharge every three encounters for 50% of your party?</li> <li data-xf-list-type="ul"><strong>Point-buy micromanagement</strong> - And I'm not even talking about character generation. The wealth and magic item creation rules leave players juggling tens of thousands of points in a search of optimal builds. And this leads to my two next complaints...</li> <li data-xf-list-type="ul"><strong>It's all about the gear</strong> - Sure, finding magic items is fun. But if every 2nd-level fighter has a +1 weapon, why not just build that into the class? If every wizard is carrrying around scrolls, why not just add more spells per day (or per encounter)? Keep magic items special, like they are in nearly all fantasy literature.</li> <li data-xf-list-type="ul"><strong>Dealing with loot</strong> - Actually, finding magic items isn't <em>that</em> fun. The process of dividing, identifying, and carrying around treasure can be a real pain. Characters shouldn't need to be followed around by a hireling with a <em>wheelbarrow of holding</em> just to avoid heading back to town every hour.</li> <li data-xf-list-type="ul"><strong>Crappy rules for Diplomacy</strong> - I don't know if it really "discourages roleplaying," but Diplomacy sure sucks. Making it <a href="http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html" target="_blank">opposed</a> is a start. Completely transforming it would be better.</li> <li data-xf-list-type="ul"><strong>Crappy rules for non-combat action</strong> - At the very least, a chase scene shouldn't be something I have to houserule.</li> <li data-xf-list-type="ul"><strong>A spell system that's at once redundant and contradictory</strong> - I echo the calls for fewer, more scaleable spells. And this is one case where taking cues from CRPGs actually makes sense: spell trees would be an improvement over the current schizophrenic grab bag. ("I've never cast a transmutation spell before, but now I'm an expert at transforming myself into a dragon!")</li> </ul><p>Wow, and I thought I really liked 3.5e rules. Guess it just goes to show there's always room for improvement. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="~Johnny~, post: 3718489, member: 16493"] I wish I could post this in a place where I knew someone from WotC was actually paying attention. But I figure page 2 of an ENWorld thread is better than [url=http://forums.gleemax.com/showthread.php?t=907676&page=29]page 29[/url] of a Wizards thread. Here's what I want out of D&D in 4e: [list] [*][b]Familiars as a default class option[/b] - Flavor-wise, you might as well require wizards to wear pointy hats. In years of playing D&D, I think I've seen [i]one[/i] person consistently remember to use (and roleplay) his familiar. [*][b]30 minutes of adventure, 8 hours of sleep[/b] - It's silly enough that my players to have to set up camp every time they advance three rooms through a dungeon. But if I want them to be invading an enemy camp, or participating in a war, that limitation gets ridiculous. What is fun about requiring an 8 hour recharge every three encounters for 50% of your party? [*][b]Point-buy micromanagement[/b] - And I'm not even talking about character generation. The wealth and magic item creation rules leave players juggling tens of thousands of points in a search of optimal builds. And this leads to my two next complaints... [*][b]It's all about the gear[/b] - Sure, finding magic items is fun. But if every 2nd-level fighter has a +1 weapon, why not just build that into the class? If every wizard is carrrying around scrolls, why not just add more spells per day (or per encounter)? Keep magic items special, like they are in nearly all fantasy literature. [*][b]Dealing with loot[/b] - Actually, finding magic items isn't [i]that[/i] fun. The process of dividing, identifying, and carrying around treasure can be a real pain. Characters shouldn't need to be followed around by a hireling with a [i]wheelbarrow of holding[/i] just to avoid heading back to town every hour. [*][b]Crappy rules for Diplomacy[/b] - I don't know if it really "discourages roleplaying," but Diplomacy sure sucks. Making it [url=http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html]opposed[/url] is a start. Completely transforming it would be better. [*][b]Crappy rules for non-combat action[/b] - At the very least, a chase scene shouldn't be something I have to houserule. [*][b]A spell system that's at once redundant and contradictory[/b] - I echo the calls for fewer, more scaleable spells. And this is one case where taking cues from CRPGs actually makes sense: spell trees would be an improvement over the current schizophrenic grab bag. ("I've never cast a transmutation spell before, but now I'm an expert at transforming myself into a dragon!") [/list] Wow, and I thought I really liked 3.5e rules. Guess it just goes to show there's always room for improvement. :) [/QUOTE]
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