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An Olive Branch to 4e Fans: Some Things 5e Should Take From 4e
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<blockquote data-quote="Stormonu" data-source="post: 5805491" data-attributes="member: 52734"><p>I can agree on this</p><p></p><p></p><p></p><p>As stated elsewhere, this causes problems with the "nat 20" needed to hit. Also, with the confirm, you make items that play on this, making it easier to confirm (say using a Kris dagger) or harder (giving some value to helmets, greaves and the like). Likewise, I've always instituted a houserule that if on the the confirm you get a nat 20, roll again.</p><p></p><p></p><p></p><p>Somewhat agree - definitely don't like the static value of 10+. I'd prefer a disease-track style as I don't like the "suddenly I'm cured!" sort of results that occur with stuff like poison and such.</p><p></p><p></p><p></p><p>Pretty much agree</p><p></p><p></p><p></p><p>Don't agree, but I think only fighter-types should have had access to iterative attacks as class features/feats, and they shouldn't have been at minuses.</p><p></p><p>However, I've seen some recent posts that have me thinking there's better ways to do multiple attacks such as claw/claw/bite, two-weapon fighting and "3 swings with a sword".</p><p></p><p></p><p></p><p>Strongly disagree. I once would have agreed, but recently having gone back to play older editions I realized it was stupid that hit points <em>and</em> AC were trending upward. Raising both conflates the problem of long combats and raising AC alone would make combats with low-level enemies a joke. By not inflating AC but allowing HP to increase low-level foes can still be somewhat of a challenge as they can use their numbers to wear down a high-level foe.</p><p></p><p>There is also the problem that beating an opponent's AC has become synonymous with actually striking the foe - in older editions (before "Touch AC"), that wasn't necessarily the case; there are many rulebook descriptions where a "hit" could be described as a graze or even a bit of expended luck avoiding the blow through the loss of hit points.</p><p></p><p></p><p></p><p>I still like to have the option to roll, even though I mostly use point buy for Stats.</p><p></p><p></p><p></p><p>Not for me; at-will spells just make me cringe, though I'm not against giving out low-powered wands or scrolls (1 spell-a-day does suck to be on the receiving end, but Unlimited Power is too much). I see nothing wrong with the wizard having to rely on mundane weaponry to occasionally save his hide. Gandalf with a sword or the D&D dart-tossing mage (forget this crossbow junk!) is trope I'd like to keep in the game.</p><p></p><p></p><p></p><p>I liked this as well, though I still like being able to give out "spell batteries" once in a while.</p><p></p><p></p><p></p><p>Seems reasonable, perhaps even a good alternative to spells with saves every round.</p><p></p><p></p><p></p><p>Alignment has its uses - for NPCs. I'd rather open it up to "demeanors" - three adjectives that describe a character or monster. Besides Lawful, Good, Chaotic, Evil you could throw in Calm, Emotionless, Passionate, Simpleton, Lustful, Greedy, Noble, etc. Then base items, spells or effects that could tie into those demeanors.</p><p></p><p></p><p></p><p>Agreed, though I'd love to see them go back to taking up less space at times. (AC: 7, HD: 2, hp: 7, #Att: 2, Dam: 1d6+poison/1d6+poison, Mv: 12", Spec Att: poison 1d6, Spec Def: Teleport, Align: LE, XP: 640) has it's uses.</p><p></p><p></p><p></p><p>Eh, the losing XP part I'm glad is gone, but I'd rather it just did a -1 to hit, -1 to skill checks and -3 hit points would have been plenty well enough.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5805491, member: 52734"] I can agree on this As stated elsewhere, this causes problems with the "nat 20" needed to hit. Also, with the confirm, you make items that play on this, making it easier to confirm (say using a Kris dagger) or harder (giving some value to helmets, greaves and the like). Likewise, I've always instituted a houserule that if on the the confirm you get a nat 20, roll again. Somewhat agree - definitely don't like the static value of 10+. I'd prefer a disease-track style as I don't like the "suddenly I'm cured!" sort of results that occur with stuff like poison and such. Pretty much agree Don't agree, but I think only fighter-types should have had access to iterative attacks as class features/feats, and they shouldn't have been at minuses. However, I've seen some recent posts that have me thinking there's better ways to do multiple attacks such as claw/claw/bite, two-weapon fighting and "3 swings with a sword". Strongly disagree. I once would have agreed, but recently having gone back to play older editions I realized it was stupid that hit points [I]and[/I] AC were trending upward. Raising both conflates the problem of long combats and raising AC alone would make combats with low-level enemies a joke. By not inflating AC but allowing HP to increase low-level foes can still be somewhat of a challenge as they can use their numbers to wear down a high-level foe. There is also the problem that beating an opponent's AC has become synonymous with actually striking the foe - in older editions (before "Touch AC"), that wasn't necessarily the case; there are many rulebook descriptions where a "hit" could be described as a graze or even a bit of expended luck avoiding the blow through the loss of hit points. I still like to have the option to roll, even though I mostly use point buy for Stats. Not for me; at-will spells just make me cringe, though I'm not against giving out low-powered wands or scrolls (1 spell-a-day does suck to be on the receiving end, but Unlimited Power is too much). I see nothing wrong with the wizard having to rely on mundane weaponry to occasionally save his hide. Gandalf with a sword or the D&D dart-tossing mage (forget this crossbow junk!) is trope I'd like to keep in the game. I liked this as well, though I still like being able to give out "spell batteries" once in a while. Seems reasonable, perhaps even a good alternative to spells with saves every round. Alignment has its uses - for NPCs. I'd rather open it up to "demeanors" - three adjectives that describe a character or monster. Besides Lawful, Good, Chaotic, Evil you could throw in Calm, Emotionless, Passionate, Simpleton, Lustful, Greedy, Noble, etc. Then base items, spells or effects that could tie into those demeanors. Agreed, though I'd love to see them go back to taking up less space at times. (AC: 7, HD: 2, hp: 7, #Att: 2, Dam: 1d6+poison/1d6+poison, Mv: 12", Spec Att: poison 1d6, Spec Def: Teleport, Align: LE, XP: 640) has it's uses. Eh, the losing XP part I'm glad is gone, but I'd rather it just did a -1 to hit, -1 to skill checks and -3 hit points would have been plenty well enough. [/QUOTE]
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