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An Olive Branch to 4e Fans: Some Things 5e Should Take From 4e
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<blockquote data-quote="Falling Icicle" data-source="post: 5804161" data-attributes="member: 17077"><p>I'll be the first to admit, I'm not a huge fan of 4th edition. But there are quite a few things that I think it did right, and I'd like to see those good ideas pass on to the new edition. Here's some of the things I'd like to see:</p><p></p><p>- Combat Advantage: A simple +2 bonus for having combat advantage is easy and simple to keep track of compared of the myriad situational modifiers you could get in previous editions (flanking, prone, flat-footed, higher ground, etc etc etc). It's also easy for things like a rogue's sneak attack. Have combat advantage - can sneak attack.</p><p></p><p>- No Rolling to "Confirm" Criticial Hits. Always hated that.</p><p></p><p>- Being able to save against a "save or suck" effect every turn in combat. 3.5 started this with hold person, 4e applied to all such effects. I didn't like the "coin toss" saving throws, but it's still a good idea. Nothing is worse than being nauseated, paralyzed, dazed, or whatever else and being unable to do anything for the entire battle.</p><p></p><p>- Standard, Move and Minor Actions: I liked this. No full-round actions. It's simple and straightforward while giving players enough flexibility to do the kinds of things they need to do.</p><p></p><p>- No "iterative" attacks. I hated that about 3rd edition. Likewise, monsters only tend to make 1 or 2 attacks also, not claw, claw, bite, wing, wing, tail slap, rake, rend, etc.</p><p></p><p>- AC that scales with attack bonus. I always thought it was ridiculous that characters got way, way better at attacking people, but not better at defending themselves without loading up on magic items.</p><p></p><p>- No Rolling for Stats or Hit Points.</p><p></p><p>- At-Will Spells and Cantrips. It makes vancian casting much more bearable. I hope my wizard doesn't sit there twiddling his thumbs or pointlessly plinking things with a crossbow during all those rounds of combat where he wants to do something, but doesn't want to waste a good prepared spell. Likewise, cantrips, as the simplest of magic, should be able to be used at-will. Pathfinder likewise saw the value in that.</p><p></p><p>- Implements: I liked that wands, staffs, etc improved a caster's spells in much the same way that magical weapons improve attacks. It makes much more sense for me for a wand or staff to serve as a focus for a wizard's powers than a spell battery.</p><p></p><p>- Spells that required Actions to "Sustain." This is a simple and effective way of balancing alot of the more "overpowered" spells, like fly, and preventing players from stacking too many buffs.</p><p></p><p>- Alignment is just fluff. No class alignment restrictions. No alignment-based magic. No detect evil. No smite evil. Alignment is there as a way of describing your character's morality, nothing more. There's probably alot of people that disagree with me, but I loved that about 4e.</p><p></p><p>- Simple, Easy to Read and Use Monster Stat-blocks. This makes the DM's life sooooo much easier.</p><p></p><p>- No Level Drain. Good riddance!</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 5804161, member: 17077"] I'll be the first to admit, I'm not a huge fan of 4th edition. But there are quite a few things that I think it did right, and I'd like to see those good ideas pass on to the new edition. Here's some of the things I'd like to see: - Combat Advantage: A simple +2 bonus for having combat advantage is easy and simple to keep track of compared of the myriad situational modifiers you could get in previous editions (flanking, prone, flat-footed, higher ground, etc etc etc). It's also easy for things like a rogue's sneak attack. Have combat advantage - can sneak attack. - No Rolling to "Confirm" Criticial Hits. Always hated that. - Being able to save against a "save or suck" effect every turn in combat. 3.5 started this with hold person, 4e applied to all such effects. I didn't like the "coin toss" saving throws, but it's still a good idea. Nothing is worse than being nauseated, paralyzed, dazed, or whatever else and being unable to do anything for the entire battle. - Standard, Move and Minor Actions: I liked this. No full-round actions. It's simple and straightforward while giving players enough flexibility to do the kinds of things they need to do. - No "iterative" attacks. I hated that about 3rd edition. Likewise, monsters only tend to make 1 or 2 attacks also, not claw, claw, bite, wing, wing, tail slap, rake, rend, etc. - AC that scales with attack bonus. I always thought it was ridiculous that characters got way, way better at attacking people, but not better at defending themselves without loading up on magic items. - No Rolling for Stats or Hit Points. - At-Will Spells and Cantrips. It makes vancian casting much more bearable. I hope my wizard doesn't sit there twiddling his thumbs or pointlessly plinking things with a crossbow during all those rounds of combat where he wants to do something, but doesn't want to waste a good prepared spell. Likewise, cantrips, as the simplest of magic, should be able to be used at-will. Pathfinder likewise saw the value in that. - Implements: I liked that wands, staffs, etc improved a caster's spells in much the same way that magical weapons improve attacks. It makes much more sense for me for a wand or staff to serve as a focus for a wizard's powers than a spell battery. - Spells that required Actions to "Sustain." This is a simple and effective way of balancing alot of the more "overpowered" spells, like fly, and preventing players from stacking too many buffs. - Alignment is just fluff. No class alignment restrictions. No alignment-based magic. No detect evil. No smite evil. Alignment is there as a way of describing your character's morality, nothing more. There's probably alot of people that disagree with me, but I loved that about 4e. - Simple, Easy to Read and Use Monster Stat-blocks. This makes the DM's life sooooo much easier. - No Level Drain. Good riddance! [/QUOTE]
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