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<blockquote data-quote="steenan" data-source="post: 5804826" data-attributes="member: 23240"><p><strong>LEVEL</strong></p><p>No difference, really. What is important to me is how fast do characters raise in power (I prefer 4e speed to 3e) and how the style of game changes with level (I'd prefer more change than in 3e and 4e - move from adventuring to politics and wars).</p><p></p><p><strong>POWERS (4e power mechanic)</strong></p><p>GOOD. Reduce the redundancy, though; in 4e there is a lot of powers that essentially do the same and just waste paper.</p><p></p><p><strong>VANCIANT SYSTEM (3.x caster mechanic)</strong></p><p>GOOD. But only if the number of prepared spells is small (below 10 even for high level characters), but preparation may be repeated more often than once per day.</p><p></p><p><strong>CLASS ROLES (defender, controller, striker, leader)</strong></p><p>GOOD. But don't limit it to combat roles. Give classes social roles and exploration roles too.</p><p></p><p><strong>MAGIC ITEMS HAS TO BE MECHANICALLY</strong></p><p>NOT IMPORTANT. Make magic items rare, strange and not necessary to keep up with monsters.</p><p></p><p><strong>ABILITIES SCORES (str, con, dex, int, wis, cha)</strong></p><p>GOOD. Just define them more clearly than in previous editions.</p><p></p><p><strong>A LOT OF CLASSES</strong></p><p>BAD. Only a handful of classes, representing strong archetypes. Customization through themes and feats.</p><p></p><p><strong>A LOT OF RACES</strong></p><p>BAD. A handful of interesting, well designed races. Don't create a "kitchen sink" world.</p><p></p><p><strong>ABILITY SCORES FOR RACES</strong> (you want a particolar race to be better with some classes and bad with others?)</p><p>NO. Races should be mechanically distinct, but it's better done through racial powers and special qualities, not flat bonuses.</p><p></p><p><strong>FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES</strong> (weapon focus, weapon expertise)</p><p>BAD. Feats should let you do interesting things, not give bonuses.</p><p></p><p><strong>HIT POINTS</strong></p><p>GOOD. D&D always used them; too many people would feel offended by a change.</p><p>Just please, decide if they represent physical toughness or not getting hit and keep to this choice in the whole game. No edition has been consistent in this respect.</p><p></p><p><strong>HEALING SURGES (part of 4e heal system)</strong></p><p>GOOD. Just change the terminology.</p><p></p><p><strong>DEFENSES</strong></p><p>Doesn't matter for me.</p><p></p><p><strong>SKILL CHALLENGES (4e)</strong></p><p>BAD. I'd accept them if combat worked the same way. But if combat stays tactical, with various maneuvers and positioning, skill challenges must go.</p><p></p><p><strong>SKILLS HAVE TO BE</strong></p><p>IMPORTANT. Unless they are replaced by social and explorational powers or similar mechanics.</p><p></p><p><strong>NORMAL CHANCE TO HIT</strong></p><p>60-65% on average.</p><p></p><p><strong>ALIGNMENT IS</strong></p><p>MECHANICAL. And uses very precise definitions of alignments, as opposed to relying on players' opinions on morality.</p><p></p><p><strong>SAVE OR DIE (finger of death)</strong></p><p>BAD. All combat attacks should interact with HPs. Also, failure should rarely if ever lead to character death - interesting complications are preferred.</p><p>I'd like spell effects to become permanent when they defeat someone (for example, domination normally only works for one round, but when it brings someone to 0 HP it becomes permanent until ritually broken).</p></blockquote><p></p>
[QUOTE="steenan, post: 5804826, member: 23240"] [B]LEVEL[/B] No difference, really. What is important to me is how fast do characters raise in power (I prefer 4e speed to 3e) and how the style of game changes with level (I'd prefer more change than in 3e and 4e - move from adventuring to politics and wars). [B]POWERS (4e power mechanic)[/B] GOOD. Reduce the redundancy, though; in 4e there is a lot of powers that essentially do the same and just waste paper. [B]VANCIANT SYSTEM (3.x caster mechanic)[/B] GOOD. But only if the number of prepared spells is small (below 10 even for high level characters), but preparation may be repeated more often than once per day. [B]CLASS ROLES (defender, controller, striker, leader)[/B] GOOD. But don't limit it to combat roles. Give classes social roles and exploration roles too. [B]MAGIC ITEMS HAS TO BE MECHANICALLY[/B] NOT IMPORTANT. Make magic items rare, strange and not necessary to keep up with monsters. [B]ABILITIES SCORES (str, con, dex, int, wis, cha)[/B] GOOD. Just define them more clearly than in previous editions. [B]A LOT OF CLASSES[/B] BAD. Only a handful of classes, representing strong archetypes. Customization through themes and feats. [B]A LOT OF RACES[/B] BAD. A handful of interesting, well designed races. Don't create a "kitchen sink" world. [B]ABILITY SCORES FOR RACES[/B] (you want a particolar race to be better with some classes and bad with others?) NO. Races should be mechanically distinct, but it's better done through racial powers and special qualities, not flat bonuses. [B]FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES[/B] (weapon focus, weapon expertise) BAD. Feats should let you do interesting things, not give bonuses. [B]HIT POINTS[/B] GOOD. D&D always used them; too many people would feel offended by a change. Just please, decide if they represent physical toughness or not getting hit and keep to this choice in the whole game. No edition has been consistent in this respect. [B]HEALING SURGES (part of 4e heal system)[/B] GOOD. Just change the terminology. [B]DEFENSES[/B] Doesn't matter for me. [B]SKILL CHALLENGES (4e)[/B] BAD. I'd accept them if combat worked the same way. But if combat stays tactical, with various maneuvers and positioning, skill challenges must go. [B]SKILLS HAVE TO BE[/B] IMPORTANT. Unless they are replaced by social and explorational powers or similar mechanics. [B]NORMAL CHANCE TO HIT[/B] 60-65% on average. [B]ALIGNMENT IS[/B] MECHANICAL. And uses very precise definitions of alignments, as opposed to relying on players' opinions on morality. [B]SAVE OR DIE (finger of death)[/B] BAD. All combat attacks should interact with HPs. Also, failure should rarely if ever lead to character death - interesting complications are preferred. I'd like spell effects to become permanent when they defeat someone (for example, domination normally only works for one round, but when it brings someone to 0 HP it becomes permanent until ritually broken). [/QUOTE]
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