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4E - What Rules Need Staying?
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<blockquote data-quote="GodOfCheese" data-source="post: 3737878" data-attributes="member: 19170"><p><u>Keep:</u> <ul> <li data-xf-list-type="ul">Feats</li> <li data-xf-list-type="ul">Point-Buy</li> <li data-xf-list-type="ul">d20 basis (d20+modifiers vs DC=xyz, modifiable by N as opposed to THAC0)</li> <li data-xf-list-type="ul">Spontaneous casting of certain spells (Cure, Summon...)</li> <li data-xf-list-type="ul">different spells take different casting times (rounds, minutes, Immediate action, Swift Action, Full Round Action...)</li> <li data-xf-list-type="ul">Cleric Domains. Awesome concept-- better for customization and the granted powers rawk.</li> <li data-xf-list-type="ul">Spell Save DCs modifiable by feats, requisite ability, etc.</li> <li data-xf-list-type="ul">Clear(er) rules on magic item creation</li> <li data-xf-list-type="ul">Creature Templates</li> <li data-xf-list-type="ul">Magic Weapons and Armor can have special abilities that make them "+N" more powerful. Example: Flaming.</li> <li data-xf-list-type="ul">Creature Advancement in hit dice and size.</li> <li data-xf-list-type="ul">Effective Character Level</li> <li data-xf-list-type="ul">Challenge Rating</li> <li data-xf-list-type="ul">Magic Item Slot Affinities</li> <li data-xf-list-type="ul">3.5-style Damage Reduction (N/magic, instead of 5/+1).</li> <li data-xf-list-type="ul">Spell Resistance</li> </ul><p></p><p><u>Improve</u>:</p><ul> <li data-xf-list-type="ul">Turn segmentation (Free Action, Full-Round Action, Standard Action, Move Action). It's okay, but couldn't we just say a turn is N seconds long, this action requires N seconds, and if you've saved up enough seconds to use the action, it goes off? This way, you could SpeedUp Spell to take half the time for +2 spell level.</li> <li data-xf-list-type="ul">Skills, Saves, Spells, Attack Bonuses improvement rates. Why can't I check my Melee Attack against his Ride? Why can't he use Tumble to save against my Fireball?</li> <li data-xf-list-type="ul">Bonuses that do/don't/sometimes/kinda/seldom stack. Put something in the bonus name that tells us if it stacks or not, like formatting (<u>Dodge</u>) or a name (DodgeStack). Don't make me guess or remember.</li> </ul><p></p><p><u>Eliminate</u>:</p><ul> <li data-xf-list-type="ul">the word "impossible". In a world that includes Epic Swim DCs to swim up a waterfall, I should be able to cast in an Insect Plague, Feint a Barbarian, or take actions in a Windstorm if I'm good enough.</li> <li data-xf-list-type="ul">Flat DCs (Tumble is the worst offender) on Skill/Save/etc. checks. Some landslides are worse than others-- why do they all have the same Save DC? </li> <li data-xf-list-type="ul">I would love to lose the "per 24-hour" rules for spellcasting, special abilities, etc. Recordkeeping for this is HELL. </li> <li data-xf-list-type="ul">High-price magic items that cast attack spells with low save DCs. Example: Arrow of Slaying. By the time I'm good enough to create one, I wouldn't want it!</li> </ul></blockquote><p></p>
[QUOTE="GodOfCheese, post: 3737878, member: 19170"] [U]Keep:[/U][list] [*]Feats [*]Point-Buy [*]d20 basis (d20+modifiers vs DC=xyz, modifiable by N as opposed to THAC0) [*]Spontaneous casting of certain spells (Cure, Summon...) [*]different spells take different casting times (rounds, minutes, Immediate action, Swift Action, Full Round Action...) [*]Cleric Domains. Awesome concept-- better for customization and the granted powers rawk. [*]Spell Save DCs modifiable by feats, requisite ability, etc. [*]Clear(er) rules on magic item creation [*]Creature Templates [*]Magic Weapons and Armor can have special abilities that make them "+N" more powerful. Example: Flaming. [*]Creature Advancement in hit dice and size. [*]Effective Character Level [*]Challenge Rating [*]Magic Item Slot Affinities [*]3.5-style Damage Reduction (N/magic, instead of 5/+1). [*]Spell Resistance [/List] [U]Improve[/U]: [list] [*]Turn segmentation (Free Action, Full-Round Action, Standard Action, Move Action). It's okay, but couldn't we just say a turn is N seconds long, this action requires N seconds, and if you've saved up enough seconds to use the action, it goes off? This way, you could SpeedUp Spell to take half the time for +2 spell level. [*]Skills, Saves, Spells, Attack Bonuses improvement rates. Why can't I check my Melee Attack against his Ride? Why can't he use Tumble to save against my Fireball? [*]Bonuses that do/don't/sometimes/kinda/seldom stack. Put something in the bonus name that tells us if it stacks or not, like formatting ([U]Dodge[/U]) or a name (DodgeStack). Don't make me guess or remember. [/list] [U]Eliminate[/U]: [list] [*]the word "impossible". In a world that includes Epic Swim DCs to swim up a waterfall, I should be able to cast in an Insect Plague, Feint a Barbarian, or take actions in a Windstorm if I'm good enough. [*]Flat DCs (Tumble is the worst offender) on Skill/Save/etc. checks. Some landslides are worse than others-- why do they all have the same Save DC? [*]I would love to lose the "per 24-hour" rules for spellcasting, special abilities, etc. Recordkeeping for this is HELL. [*]High-price magic items that cast attack spells with low save DCs. Example: Arrow of Slaying. By the time I'm good enough to create one, I wouldn't want it! [/list] [/QUOTE]
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