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<blockquote data-quote="Olgar Shiverstone" data-source="post: 5807032" data-attributes="member: 5868"><p>I'd vote, except it requires me to go to the WotC forums, and it's scary over there. I might get mugged by someone from the CharOp board.</p><p></p><p>LEVEL</p><p>1-20</p><p></p><p>POWERS (4e power mechanic)</p><p>GOOD as one option among several</p><p></p><p>VANCIANT SYSTEM (3.x caster mechanic)</p><p>GOOD but should have a few alternate options</p><p></p><p>CLASS ROLES (defender, controller, striker, leader)</p><p>BAD -- unnecessary to define</p><p></p><p>MAGIC ITEMS HAS TO BE MECHANICALLY (you want magic items to be almost necessary? a big part of the game?)</p><p>NOT IMPORTANT. Magic items should be in the game, but not assumed for a particular level, and certainly not mandatory in large quantities.</p><p></p><p>ABILITIES SCORES (str, con, dex, int, wis, cha)</p><p>GOOD ... but in a different order. Say Str, Int, Wis, Con, Dex, Cha.</p><p></p><p>A LOT OF CLASSES</p><p>GOOD ... at least 10 to start.</p><p></p><p>A LOT OF RACES </p><p>BAD ... only need human, elf, dwarf, halfling, and the half-human twins; gnomes optional</p><p></p><p>ABILITY SCORES FOR RACES (you want a particolar race to be better with some classes and bad with others?)</p><p>YES ... it's iconic</p><p></p><p>FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES (weapon focus, weapon expertise)</p><p>GOOD ... but only if "always on", and otherwise mechanically balanced.</p><p> </p><p>HIT POINTS</p><p>GOOD </p><p></p><p>HEALING SURGES (part of 4e heal system)</p><p>BAD unless optional</p><p></p><p>DEFENSES</p><p>AS AC</p><p></p><p>SKILL CHALLENGES (4e)</p><p>BAD .... yuck.</p><p></p><p>SKILLS HAVE TO BE</p><p>IMPORTANT </p><p></p><p>NORMAL CHANCE TO HIT</p><p>50% AS NOW </p><p> </p><p>ALIGNMENT IS (mechanical means there are powers/spells that work on what you write on your sheet, fluff means pure role play)</p><p>FLUFF</p><p> </p><p>SAVE OR DIE (finger of death)</p><p>GOOD</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 5807032, member: 5868"] I'd vote, except it requires me to go to the WotC forums, and it's scary over there. I might get mugged by someone from the CharOp board. LEVEL 1-20 POWERS (4e power mechanic) GOOD as one option among several VANCIANT SYSTEM (3.x caster mechanic) GOOD but should have a few alternate options CLASS ROLES (defender, controller, striker, leader) BAD -- unnecessary to define MAGIC ITEMS HAS TO BE MECHANICALLY (you want magic items to be almost necessary? a big part of the game?) NOT IMPORTANT. Magic items should be in the game, but not assumed for a particular level, and certainly not mandatory in large quantities. ABILITIES SCORES (str, con, dex, int, wis, cha) GOOD ... but in a different order. Say Str, Int, Wis, Con, Dex, Cha. A LOT OF CLASSES GOOD ... at least 10 to start. A LOT OF RACES BAD ... only need human, elf, dwarf, halfling, and the half-human twins; gnomes optional ABILITY SCORES FOR RACES (you want a particolar race to be better with some classes and bad with others?) YES ... it's iconic FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES (weapon focus, weapon expertise) GOOD ... but only if "always on", and otherwise mechanically balanced. HIT POINTS GOOD HEALING SURGES (part of 4e heal system) BAD unless optional DEFENSES AS AC SKILL CHALLENGES (4e) BAD .... yuck. SKILLS HAVE TO BE IMPORTANT NORMAL CHANCE TO HIT 50% AS NOW ALIGNMENT IS (mechanical means there are powers/spells that work on what you write on your sheet, fluff means pure role play) FLUFF SAVE OR DIE (finger of death) GOOD [/QUOTE]
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