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<blockquote data-quote="Stalker0" data-source="post: 2902510" data-attributes="member: 5889"><p>4e should be a massive change to warrant the name "4e" so here's what I would change:</p><p></p><p>1) The skills system. In my opinion, this is the weakest part of 3e. It is very tedious, a lot of bookeeping is required, a nightmare for dms in npc creation, in short, I think it should go.</p><p></p><p>2) The feat system. In general I like the feat system, but I agree with another poster that scaling feats I think would help. They could scale based on BAB or caster level, allowing high level characters to get more out of their feats and giving them more personal power.</p><p></p><p>3) Reliance on magic items. I agree with many by mid to high levels your no longer playing a character your playing a meatsack for a bunch of magic loot. I think the change to the feat system (see 2) could help that.</p><p></p><p>4) Take out the algorithmic class system. A fighter gets a feat every other level, a BAB every level, so forth. Barbs get rage every X levels. The problem with this is the scaling doesnt' work as levels get higher. Rage 1/day is great, 2/day is wonderful, who cares about rage 6/day? The linear scale of abilities makes high level characters more reliant on magic than needs to be. What's wrong with saying Fighters start getting +2 BAB starting at 10th every level, Paladin's start getting 2 extra smites per day every 6 levles starting at 12, etc. I think the system could balance classes much easier if it didn't slave itself to the linear method.</p><p></p><p>5) Combat Options. I love combat options, they make combat much more fun for me as a player and dm. But the options needed to be faster and easier to use. AOOs were a great idea and solved a lot of problems, but they created a few themselves. New players have a lot of trouble with them, it slows the game down, and it enforces the "mini" mentality. In addition, I think the addition of stunts like in IH and other games is a wonderful idea, they should be made standard.</p><p></p><p>6) Mechanical rebalance of stats. I feel that in general, every stat should matter to a player in a mechanical way no matter what class they are playing. Now I'm not saying that every stat needs to be critical to every character, but there should be some mechanical benefit to having a high stat, and mechanical penalty for a low one. Charisma is the major player here. In general, the DM has to take up the responsibility to make charisma worthwhile. For every other stat, I can put to some rules and say, this is why you want to have this stat whether we are playing a social game or a combat game. For charisma, many characters will never need it. Which brings to my next point.</p><p></p><p>7) Add more detailed social mechanics to the game. For the most part combat is strictly rules governed and social engagements are entirely dm providence. I think dnd can incoporate some social mechanics just as other systems have done. Put more concrete rules on bluff and diplomacy, so a dm knows when a player rolls a 20 diplomacy vs a 21 diplomacy, what that really means. Explain how bluff is supposed to work, give some examples on how a character is supposed to lie and get away with it, explain what a person really gets when they role a sense motive, etc.</p><p></p><p>8) Create new "types" of spells. I personally think vancian magic is part of what makes dnd the system it is so I wouldn't want to see it go. However, that doesn't mean it can't be reworked. Metamagic can be cleaned up, it has a lot of problems as written. Lately, we've started seeing new kinds of spells. Swift and immediate actions spells are opening up new avenues to players. The channeling spells in the PHB2 add a whole new way to do magic, even going as far to opening up the possibility of ritual magic. You take a standard action to cast this spell, you get X. You take a week with 5 other people, you get Y. I think ideas like these will greatly increase the variety and fun magic can offer in dnd.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 2902510, member: 5889"] 4e should be a massive change to warrant the name "4e" so here's what I would change: 1) The skills system. In my opinion, this is the weakest part of 3e. It is very tedious, a lot of bookeeping is required, a nightmare for dms in npc creation, in short, I think it should go. 2) The feat system. In general I like the feat system, but I agree with another poster that scaling feats I think would help. They could scale based on BAB or caster level, allowing high level characters to get more out of their feats and giving them more personal power. 3) Reliance on magic items. I agree with many by mid to high levels your no longer playing a character your playing a meatsack for a bunch of magic loot. I think the change to the feat system (see 2) could help that. 4) Take out the algorithmic class system. A fighter gets a feat every other level, a BAB every level, so forth. Barbs get rage every X levels. The problem with this is the scaling doesnt' work as levels get higher. Rage 1/day is great, 2/day is wonderful, who cares about rage 6/day? The linear scale of abilities makes high level characters more reliant on magic than needs to be. What's wrong with saying Fighters start getting +2 BAB starting at 10th every level, Paladin's start getting 2 extra smites per day every 6 levles starting at 12, etc. I think the system could balance classes much easier if it didn't slave itself to the linear method. 5) Combat Options. I love combat options, they make combat much more fun for me as a player and dm. But the options needed to be faster and easier to use. AOOs were a great idea and solved a lot of problems, but they created a few themselves. New players have a lot of trouble with them, it slows the game down, and it enforces the "mini" mentality. In addition, I think the addition of stunts like in IH and other games is a wonderful idea, they should be made standard. 6) Mechanical rebalance of stats. I feel that in general, every stat should matter to a player in a mechanical way no matter what class they are playing. Now I'm not saying that every stat needs to be critical to every character, but there should be some mechanical benefit to having a high stat, and mechanical penalty for a low one. Charisma is the major player here. In general, the DM has to take up the responsibility to make charisma worthwhile. For every other stat, I can put to some rules and say, this is why you want to have this stat whether we are playing a social game or a combat game. For charisma, many characters will never need it. Which brings to my next point. 7) Add more detailed social mechanics to the game. For the most part combat is strictly rules governed and social engagements are entirely dm providence. I think dnd can incoporate some social mechanics just as other systems have done. Put more concrete rules on bluff and diplomacy, so a dm knows when a player rolls a 20 diplomacy vs a 21 diplomacy, what that really means. Explain how bluff is supposed to work, give some examples on how a character is supposed to lie and get away with it, explain what a person really gets when they role a sense motive, etc. 8) Create new "types" of spells. I personally think vancian magic is part of what makes dnd the system it is so I wouldn't want to see it go. However, that doesn't mean it can't be reworked. Metamagic can be cleaned up, it has a lot of problems as written. Lately, we've started seeing new kinds of spells. Swift and immediate actions spells are opening up new avenues to players. The channeling spells in the PHB2 add a whole new way to do magic, even going as far to opening up the possibility of ritual magic. You take a standard action to cast this spell, you get X. You take a week with 5 other people, you get Y. I think ideas like these will greatly increase the variety and fun magic can offer in dnd. [/QUOTE]
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