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Conceptual Problems with 3E/3.5E and Desired Solutions for 4E
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<blockquote data-quote="Graf" data-source="post: 3324852" data-attributes="member: 3087"><p>A lot of people still feel like specific rules changes are conceptual changes.</p><p>(Drop LA/ECL, make wisdom work differently)</p><p></p><p>Which is, I think, the biggest issue for the game right now. Most people don’t actually understand the (admittedly entirely implict) concepts the game is based around.</p><p></p><p>That’s really the big conceptual change I think would be needed for 4th ed to ‘evolve’ the game.</p><p>Making things like average and maximum effects more explicit. Most of the serious rules issues right now (people who don’t understand what’s wrong with certain kinds of powerattack builds, etc.) come about because the game designers haven’t given the average player the ability to think about the impact on the game.</p><p>(it’s not complex, but most people haven’t absorbed enough math/statistics to do basic analysis by themselves)</p><p></p><p>They should be push to regularize ‘damage’ powers (using a spell, firing a bow) that do x damage/lvl. That damage is increased at melee range, and decreased if it affects multiple targets. It’s increased if you have a limited number of uses (Wizards) and decreased if it’s ‘at-will’ (Warlocks). </p><p>That way when someone comes out with a new system (incarium, shadowcasting, psionics, BO9S’ maneuvers, etc) you don’t have people constantly re-inventing the wheel.</p><p></p><p>Some things, like charged magic items, that work off of a completely different system than class granted powers need to be brought into line.</p><p></p><p></p><p>Right now balance is accounted for on a sort of ad-hoc basis. <em>Fireball</em> does lots of damage in a huge area but can’t be shot off willy nilly because your fighter is in melee with the monsters. Arcane casters are awesome, but they die if they make a mistake.</p><p>Clerics rock but their resources are consumed rapidly over the day (i.e. healing between adventures).</p><p>A good stat will explicitly let you punch a level higher in your specialty (and a simple system that blocks people searching for weird/broken combinations that let you punch 5 levels higher but allow you to cover it up)</p></blockquote><p></p>
[QUOTE="Graf, post: 3324852, member: 3087"] A lot of people still feel like specific rules changes are conceptual changes. (Drop LA/ECL, make wisdom work differently) Which is, I think, the biggest issue for the game right now. Most people don’t actually understand the (admittedly entirely implict) concepts the game is based around. That’s really the big conceptual change I think would be needed for 4th ed to ‘evolve’ the game. Making things like average and maximum effects more explicit. Most of the serious rules issues right now (people who don’t understand what’s wrong with certain kinds of powerattack builds, etc.) come about because the game designers haven’t given the average player the ability to think about the impact on the game. (it’s not complex, but most people haven’t absorbed enough math/statistics to do basic analysis by themselves) They should be push to regularize ‘damage’ powers (using a spell, firing a bow) that do x damage/lvl. That damage is increased at melee range, and decreased if it affects multiple targets. It’s increased if you have a limited number of uses (Wizards) and decreased if it’s ‘at-will’ (Warlocks). That way when someone comes out with a new system (incarium, shadowcasting, psionics, BO9S’ maneuvers, etc) you don’t have people constantly re-inventing the wheel. Some things, like charged magic items, that work off of a completely different system than class granted powers need to be brought into line. Right now balance is accounted for on a sort of ad-hoc basis. [i]Fireball[/i] does lots of damage in a huge area but can’t be shot off willy nilly because your fighter is in melee with the monsters. Arcane casters are awesome, but they die if they make a mistake. Clerics rock but their resources are consumed rapidly over the day (i.e. healing between adventures). A good stat will explicitly let you punch a level higher in your specialty (and a simple system that blocks people searching for weird/broken combinations that let you punch 5 levels higher but allow you to cover it up) [/QUOTE]
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