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1. Bring back the randomness of HP. Instead of getting 6 hp per level, roll 2d3. Or instead of 5 hp, roll 1d4+1. Things of that nature.
2. Eliminating the need for a cleric to require healing surges being used for his healing spells. This just seems weird. If I have no healing surges, then wouldn't that be the point of the cleric healing me instead of me healing myself?
3. Only letting the cleric/wiz/warlock learn rituals. More than likely, knowing my group, they would role-play this anyway and never have a non-caster class learn rituals anyway, but just an idea.
4. Letting casters keep all of the spells they learned at previous levels and use them if they want. For example, if I learned a spell at lvl 4 and then at lvl 19 I wanted to cast that one I learned at 4 again, it should be ok right? Unless I am not understanding the rules in a way that the lower level spells don't scale for damage as levels rise?...
I've got some ideas that might be of help with these, but they are all with the caveat that I don't play 4E. However, I do possess and have read the core books, and I have ported quite a few of the parts of 4E I do like to my 3E games. Maybe these can help, or maybe not?
1. I can understand your attraction to random HP, but this part of 4E is one I now use wholesale in my 3E games, except that I still let players add there Con bonus at all levels (if someone wants to build the extreme-durability tank, I support it by letting them have HP's over and above the norm by putting a higher score into Con). I feel the advantage of everyone getting a player with the ability scores they want, where they want them, works out better than players ending up with characters that are hosed by bad HP rolls. I definitely don't like the situation where a weaker physical class character ends up with higher HP than the tank warrior, simply because of bad dice rolls.
2. I can't help you too much with this one. I don't completely get the healing surge thing either (despite all of the threads trying to help those just like me
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). But, I think I'd go with the advice that if you allow Clerics to do more healing, then you probably need to reduce the amount of healing surges characters have. Other than that, others on this thread are more knowledgable on this one.
3. This is another one I've ported to 3E. I like the idea of other classes being able to use rituals, as long as they have the necessary feat (i.e. Training) to be able to learn them. To me, this is like having Sam and Dean in
Supernatural, able to use Rituals. As long as they have the basic understanding of how rituals work (a Feat), and the necessary study of a specific ritual to know how to use it ("proficiency" with the Ritual), I really don't see why a character of any class can't do this.
4. This is one I'm with you on 100%, but I also understand why 4E does it the way it does. I definitely don't like the situation where the Wizard's player is searching through his 20 or 30 (or more) powers, on his turn, while everyone else is bored out of their minds waiting for him to do something. But, maybe you can have your cake and eat it too. Try this:
- Use powers as written, except with a small addition. Keep all of the old powers (as cards or listed on the character's sheet) in kind of a memory pool, as opposed to currently used powers. It's not that the character has completely forgotten how to use them, they just use them so infrequently, or use others more frequently (their current powers) that it takes them a little bit to remember how to use them. View them like this: I've come back to work from a long vacation before, and found that I've completely forgotten my password for my work computer during the previous month or couple of weeks. I think powers that we don't use every day are very much like this. However, there shouldn't be any reason why the character absolutely cannot use those older powers. Just as if I think long enough and hard enough, I'll probably remember my password, if a character thinks long enough and hard enough, they should also be able to remember how to use an older power.
- So, during combat, if a player wants to use an older power, then in order to keep game play going and keep the realism of not just forgetting older powers they have learned, they may spend a round (full round action) trying to remember. During that round they can do nothing but defend themselves (no active attacks, but can make saves, etc.). Then, at the beginning of their next turn, they make a check. This would be done like this: 1. Give everyone a general knowledge skill based on there power source, such as Knowledge: Martial or Knowledge: Divine, with there ranks in this skill determined normally (5 + 1/2 level + Int. mod). 2. Make a skill check with the aforementioned skill, against a DC of 10 + (*the difference between the players current level and the level of the power they are attempting to remember) + any damage they accumulated during the previous round.
- If they make the check, they use the power with no penalty. If they don't make the check, they just couldn't remember how to do it during the heat of battle, and press on with normal attacks or using a current power.
Some notes on this:
*I'd add "
the difference between the players current level and the level of the power they are attempting to remember" to the DC, simply because it would make sense that the older the power is, the harder it would probably be to remember it. But, if you want it to be simpler, you could probably drop this part.
Having to take a full round action, gives the player a chance to look for the power they want without making the rest of the table wait.
I'd let a player avoid the check altogether, for the expenditure of an action point, but they would still have to spend a full round action (I still wouldn't want to keep the other players waiting while they search through 20 or 30 powers). This way, if they remember an older power that would be a perfect tool to take out the BBEG, and they can't afford the chance of not remembering, they can use an action point to avoid making the check.
In a non-combat situation, the player simply makes the check the same as in combat (minus the damage part). But, if they don't succeed, they must spend a number of minutes equal to the level of the power, re-studying it (re-reading the spell in their spellbook, re-walking through a maneuver, etc.) before they can re-attempt with any chance of success (re-roll the check).
I hope I've helped, and have fun with your 4E campaign.
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