Hardhead
Explorer
Whenever 4th edition comes out, this is what I'd like to see:
* First, I'd like it to be much more like 3rd edition than previous D&D editions were like their respective predecessors. Most D&D 3e stuff would work in 4th with a bit of tweaking. That being said I would like to see a few major changes.
* Class AC bonuses. I'd like to see each class gain a bonus to AC based on class. Idealy, if a 20th level fighter was fighting another 20th level fighter, both *without* magic items, they would hit about 50% of the time. As it is now, magic items are the only way to bring your AC into the high numbers, meaning that your campaign *must* have a larger number of magic items or ACs will be very low.
* This would necessitate the scaling back of magic items and spells that provide AC bonuses.
* Rogues should deal less sneak attack damage. As it is, they deal as much, and often *more*, than fighters. Their damage should either be scaled back to 1d6 for every three levels, or greatly decrease the situations that allow the rogue to gain the bonus. In a large group, such as mine, flanking is incredibly easy, and the Rogue is a damage machine.
* Monks need to be made more powerful, and the fact that their BAB doesn't stack makes the class an all-or-nothing proposition, even in campaigns like Forgotten Realms that relax monk multiclassing. Just give them a "good" BAB bonus and be done with it.
* Shield, Haste, and Harm are all vastly too powerful for their level. Harm should have a savings throw, Haste should not provide an armor class bonus, and Shield should provide far less of an AC bonus.
* First, I'd like it to be much more like 3rd edition than previous D&D editions were like their respective predecessors. Most D&D 3e stuff would work in 4th with a bit of tweaking. That being said I would like to see a few major changes.
* Class AC bonuses. I'd like to see each class gain a bonus to AC based on class. Idealy, if a 20th level fighter was fighting another 20th level fighter, both *without* magic items, they would hit about 50% of the time. As it is now, magic items are the only way to bring your AC into the high numbers, meaning that your campaign *must* have a larger number of magic items or ACs will be very low.
* This would necessitate the scaling back of magic items and spells that provide AC bonuses.
* Rogues should deal less sneak attack damage. As it is, they deal as much, and often *more*, than fighters. Their damage should either be scaled back to 1d6 for every three levels, or greatly decrease the situations that allow the rogue to gain the bonus. In a large group, such as mine, flanking is incredibly easy, and the Rogue is a damage machine.
* Monks need to be made more powerful, and the fact that their BAB doesn't stack makes the class an all-or-nothing proposition, even in campaigns like Forgotten Realms that relax monk multiclassing. Just give them a "good" BAB bonus and be done with it.
* Shield, Haste, and Harm are all vastly too powerful for their level. Harm should have a savings throw, Haste should not provide an armor class bonus, and Shield should provide far less of an AC bonus.