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Changes you'd like to see made to 3.5/4E?
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<blockquote data-quote="hong" data-source="post: 874713" data-attributes="member: 537"><p>My changes for 4E:</p><p></p><p>1. Rework all linear progressions, such as attack and save bonuses, so that the game doesn't become unplayable past 20th level. The only reason the ELH exists, with its wonky "epic" progressions, is because of this issue.</p><p></p><p>2. Streamline high-level play to avoid the problem of the laundry-list of abilities, which causes slowdowns and general hassles. People forget that they have some obscure super power, or spend an hour figuring out which mind-bogglingly powerful ability they're going to use.</p><p></p><p>3. Change the way big monsters are represented using lots of HD. Too many things use HD as a gauge of power, including save DCs, skill points, feats, saves, and attack bonuses. Maybe a fixed increase in hit points, saves, attacks etc per size category would work better than just linear progressions. This is related to the problem 1) above.</p><p></p><p>4. A better-designed skill system. In terms of representing class powers, skills still tend to be the "everything else" bucket, ie, what's left when combat and spells are taken out. A lot of spells could easily be represented as giving bonuses to skills (invisibility: big bonus to Hide; charm person: big bonus to Diplomacy; silence: big bonus to Move Silently; suggestion: big bonus to bluff, etc). A less binary outcome would make sense for some skills, ie instead of success/failure, have complete success/partial success/partial failure/complete failure, or something similar. Opposed rolls also could do with some reworking; it seems too easy now for one side to blow away the other completely.</p><p></p><p>5. Change actions like sunder, disarm, strike object, grapple etc to incorporate the hit point mechanic. These actions at the moment bypass hit points, which has the potential to distort combats because hit points are a major way in which D&D represents combat skill.</p></blockquote><p></p>
[QUOTE="hong, post: 874713, member: 537"] My changes for 4E: 1. Rework all linear progressions, such as attack and save bonuses, so that the game doesn't become unplayable past 20th level. The only reason the ELH exists, with its wonky "epic" progressions, is because of this issue. 2. Streamline high-level play to avoid the problem of the laundry-list of abilities, which causes slowdowns and general hassles. People forget that they have some obscure super power, or spend an hour figuring out which mind-bogglingly powerful ability they're going to use. 3. Change the way big monsters are represented using lots of HD. Too many things use HD as a gauge of power, including save DCs, skill points, feats, saves, and attack bonuses. Maybe a fixed increase in hit points, saves, attacks etc per size category would work better than just linear progressions. This is related to the problem 1) above. 4. A better-designed skill system. In terms of representing class powers, skills still tend to be the "everything else" bucket, ie, what's left when combat and spells are taken out. A lot of spells could easily be represented as giving bonuses to skills (invisibility: big bonus to Hide; charm person: big bonus to Diplomacy; silence: big bonus to Move Silently; suggestion: big bonus to bluff, etc). A less binary outcome would make sense for some skills, ie instead of success/failure, have complete success/partial success/partial failure/complete failure, or something similar. Opposed rolls also could do with some reworking; it seems too easy now for one side to blow away the other completely. 5. Change actions like sunder, disarm, strike object, grapple etc to incorporate the hit point mechanic. These actions at the moment bypass hit points, which has the potential to distort combats because hit points are a major way in which D&D represents combat skill. [/QUOTE]
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