D&D 4E [Continuation 4e] - a manifesto

There are various people working on a “continuation 4e” (including myself) - but in order to design anything, a plan for what we are designing towards is necessary or we will end up with an extremely confused mess. So here are the points I think are useful to produce a good continuation 4e game, and explanation of those points. Note that I'm putting these out there; I'd like credit if someone uses them, but not as much as I'd like a game published with these principles (and am working on some of them myself).

  • Mechanical Compatibility
  • OGL and a re-write of everything not in the OGL
  • Clearer explanations
  • Incremental improvements and options

Mechanical Compatibility

Mechanical compatibility is absolutely necessary if any one version is to spark the market rather than having most people stick with 4e. What mechanical compatibility means is that a player needs to be able to play their old 4e character in the same way they did in 4e to the point they are completely happy saying that it is the same character, and a DM needs to be able to pick up a monster manual and use it with no more difficulty than using the MM1 currently takes. This doesn’t mean that the rules need to stay exactly as-is. But it needs to be as close to current 4e as Pathfinder was to 3.5. Probably closer as we are not going to be able to rely on the core being OGL.

OGL

We want a continuation 4e to be OGL. And the only material we can use directly is OGL content - anything else needs to be re-written almost from scratch. Of course this means we have the whole of the D20 SRD, the whole of the PF SRD, and hopefully the whole of the forthcoming 13th Age SRD to play with. And I believe it is the case that you can not copywrite mechanics, merely the implementation of those mechanics. (I am not a lawyer - but there is precedent for this interpretation, and OSRIC follows it; 4e is no further mechanically than OSRIC is from 3.X).

It is critically important that no text makes it in from 4e. The whole game needs to be entirely re-written or plagiarised from OGL material as mentioned above. It is equally important that no one uses the approach of having a 4e book open in front of them and merely changing the words. Breach of copyright would kill the entire project. (So, alas, might nuisance lawsuits).

Clearer Explanations

One of the most common comments about 4e from 4e fans is that “It plays better than it reads”. We have a perfect opportunity to fix that. A perfect opportunity to write a rulebook with enthusiasm, that communicates what an excellent game 4e is rather than makes the reader’s eyes glaze over as they see lists and lists of powers, possibly with obnoxiously much flavour text added to the single line descriptions. The quality of the writing is one way we can vastly improve the game and attract people despite this being ultimately a retroclone. One of the biggest goals of any continuation project is to make it an improvement over the original in that someone can pick up the rulebook, and see the type of game we are both trying for and get. And should walk away from it saying “I want to play that”.

Incremental Improvements

Is 4e a good game? Yes. Or I wouldn’t think that this project was worth it. Can it be improved? Of course! There’s a lot of cruft that needs to go (over a thousand feats for a start), and many things that could be done much better with four years of experience. This is my (non-exhaustive) personal list, and fits into two categories: Tweaks, and Options. A tweak actually IMO improves the rules. An Option is something that can be done to the game to make it better fit a playstyle - or something that is decided at character generation. I’ve draft rules for all the below if anyone is interested.

Tweaks:

  • Pacing - Scene and Story based rather than Encounter/Daily.
  • Ritual Casting needs an overhaul
  • Healing Surges
  • Skill Challenges
  • Removing +X from items - inherent bonusses
  • Overhauling Epic

Options:

  • Level Scaling
  • Blackguard and Paladin are one class
  • Feat and Power Packages
  • Quick Combat Resolution
  • XP


Tweak: Pacing - Scene and Story Based

4e makes an excellent narrative game replicating many stories - but the thing that stands out the most is that the daily rest mechanic doesn’t fit - and does even more damage to 4e than the wizard recovering all spells overnight does to 3.X’s pacing. If you make the extended rests happen on special occasions (either DM controlled, player controlled but taking a significant amount of time - like trudging back to base camp and then spending a few days carousing/meditating/praying/being healed/researching, or player controlled and taking a significant loss) they become significant - and this also makes healing surges significant. And if you must have a daily resource you can always shift your scene based powers to daily by redefining a short rest (although I wouldn’t bother). This also makes plotting and planning adventures much tighter as you can write a module as one story - and one extended rest.

Tweak: Ritual Casting

Ritual Casting is one of the best narrative ideas 4e had. But it breaks when useful rituals get a trivial cost. If healing surges are now significant (because extended rests are significant) then we can add a healing surge cost to most rituals - and this means that there is always a risk to casting them and they certainly can’t be spammed. Or we can flatten the gold cost so it actually remains significant - see the flattening the costs tweak. I also propose removing the Ritual Caster feat from the game; anyone with the associated skill trained and right level can learn a given ritual. (Of course with inherent bonusses we can keep the cash much tighter if we want to). Also add a sidebar on non-adventuring rituals such as the ritual to Aesclepius (or your God of Healing of choice) that involves passing surgical implements through candle flames.

Tweak: Healing Surges

Those things need renaming. My preferred option is that we simply dump the names - and call healing surges hit points, and hit points stun. But if that fails and 13th Age goes OGL we at least can call them recoveries or something.

I favour calling healing surges hit points because it underlines that the remaining surges show exactly how battered the PC is over the long term, not just what it will take to make them fall down.

Tweak: Skill Challenges

Skill Challenges are a very good start, but the guidance needs to be a lot better. I propose also adding a second skill challenge - as well as the one against cumulative failure, the one against time (the PCs have 2 or 3 rounds to accumulate the successes required, and failures are just not successes). Also outlining the maths. And providing much better illustrations of how to frame skill challenges to resolve scenes.

Tweak: Removing +X from items

The supposed boring nature of 4e items is IMO largely down to the spreadsheet-like appearance. Just have a robe of distortion, not six at six separate levels. And you’re also off the WBL treadmill at that point - which allows you to do all sorts of interesting things like even bringing back XP for GP.

Tweak: Overhauling Epic

Let’s face it. Epic … isn’t. And I’m not the person to write this. Go watch some anime warriors, and read Orlando Furioso or the Faerie Queene, or some Celtic Myth or the Ramayana - or anything else OTT. That’s where we balance fighters. Ability to create a wall of destruction with a sword should be the sort of thing a fighter is looking at - and rogues can steal thoughts out of peoples’ heads. (For wizards we just start poaching high level spells from the 3.X SRD). Possibly just go 1-20.

Option: Level Scaling

This needs to be optional. Either standard, sloped (no +1/2 levels bonus), or flat (eliminate feat and enhancement bonusses as well - just leaving the stat bumps). And a discussion of the effect all three have on the game. Any character creator or monster generator needs to be able to handle all three. I suggest the default becomes sloped as monsters are usable over a wider range, which (paradoxically) will reduce the treadmill effect.

Option: Paladin and Blackguard are the same class

4e Cavaliers get the Paladin archetype right. Their power isn’t divinely inspired, it comes from their idealism. Which makes them great and terrible whether exemplifying an ideal or whether being a shattered idealist who takes it out on the world in some way and if virtue doesn’t bring rewards they have the resolve to delve deeply into their vice of choice. The rules for falling/attoning are simple. Once per tier each way - at the player’s discretion other than for truly base acts.

Option: Feat and Power Packages

We stop presenting powers as individual powers, and instead present them as part of packages (styles, domains, pacts with specific entities etc.) And by being a specialist of that style or domain rather than a generalist you are given a not-insignificant bonus power or feat or two. This helps keep characters as both easy to create and very fluffy, while presenting more options for those who like carefully detailed characters.

One side benefit of this this is presentation and differentiating the game from 4e. And another part is the ability to create a character in under a minute. A third is that we don’t need to mess around with the math-tax feats; the main bonus for most feat packages is a free +1 feat bonus to hit/tier and to NADs/tier - whereas if you want to mess around with custom crafting your feats you need to find the space to pay for Expertise and Improved Defences.

Option: Quick Combat Resolution

Sometimes a fight should be an epic set-piece. And sometimes it should be fast, bloody, and over in a few minutes, game time. 4e does spectacularly well at the first, but completely botches the second. My proposal therefore is that for quick combat resolution, damage is measured in healing surges (which are now more important), and you do only 1-3 surges worth of damage per attack (most monsters having 4 surges to start). 4 surges of damage puts you down but not out, and anyone may call for the battlemap at the start of their turn or their side’s turn. I’ll expand if anyone’s interested. But we’ve made surges matter earlier by limiting extended rests.

Option: XP

How do we give out XP? It’s not just for monsters these days so a full discussion of ways including DM fiat and half a dozen options are wanted.
 

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I'd like to gather a group for this, rather than just brainstorming ideas and having 50 people all working on 50 versions of a system. One unified D&D continuation would be excellent.

Also we should at some point clean the cruft out of the feats. There's so much cruft in the feats it's unreal.

Final point is we should retweak some of the more self-evidently underpowered options. It's one thing to have a niche power that is useful in certain circumstances, it's another to have a power that is just worse than anything else you could take at the level.
 



OGL

Clearer Explanations

I think we can push these to the bottom of the list. D&Di allows free access to a lot of the core rules, and I really recommend the Rules Compendium (the printed book).

Tweak: Pacing - Scene and Story Based
4e makes an excellent narrative game replicating many stories - but the thing that stands out the most is that the daily rest mechanic doesn’t fit - and does even more damage to 4e than the wizard recovering all spells overnight does to 3.X’s pacing.

A friend (who might post here) has stolen the idea of a "stake" die from another game. The DM places a die on the table at the beginning of each encounter. The number on it can go up or down depending on how dangerous the fight is getting: for example, when allies are bloodied, increase it by one; when an ally drops, increase it by two. "Big" powers can only be used when the stake is a certain number. This doesn't feel realistic, but is certainly dramatic, which appeals to me.

Tweak: Ritual Casting

Ritual Casting is one of the best narrative ideas 4e had. But it breaks when useful rituals get a trivial cost. If healing surges are now significant (because extended rests are significant) then we can add a healing surge cost to most rituals - and this means that there is always a risk to casting them and they certainly can’t be spammed. Or we can flatten the gold cost so it actually remains significant - see the flattening the costs tweak.

I don't know about the later math, but I strongly favor giving characters a small amount of "free" rituals, so that they don't have to track the 25 gp of components when they use a sending ritual at level 15.

I also propose removing the Ritual Caster feat from the game; anyone with the associated skill trained and right level can learn a given ritual.

Heartily support this notion.

Tweak: Healing Surges

Those things need renaming.

Is this just for the sake of legality?

Tweak: Skill Challenges

Skill Challenges are a very good start, but the guidance needs to be a lot better. I propose also adding a second skill challenge - as well as the one against cumulative failure, the one against time (the PCs have 2 or 3 rounds to accumulate the successes required, and failures are just not successes). Also outlining the maths. And providing much better illustrations of how to frame skill challenges to resolve scenes.

Skill challenges are artful in the hands of a good DM, but are otherwise terrible, in my opinion. I often see tables where a player will simply ask if he/she can use the character's good skill, without even trying to work into the story.

Also, to better formalize the non-combat part of the game, I would implement Traits: http://hastur.net/wiki/Traits_(4E)

Tweak: Removing +X from items

Agreed.

Tweak: Overhauling Epic
Possibly just go 1-20.

I'd favor this solution. It's simple, easy, and most compatible. If folks come up with them, we can put out new rules for epic, but it'll be such a departure from what's there (dramatic in terms of volume, as well), that it's not really worth putting on the to-do list at the moment.

Option: Level Scaling

I'm very interested in reading these discussions.

Option: Paladin and Blackguard are the same class

4e Cavaliers get the Paladin archetype right. Their power isn’t divinely inspired, it comes from their idealism. Which makes them great and terrible whether exemplifying an ideal or whether being a shattered idealist who takes it out on the world in some way and if virtue doesn’t bring rewards they have the resolve to delve deeply into their vice of choice. The rules for falling/attoning are simple. Once per tier each way - at the player’s discretion other than for truly base acts.

I didn't know this was an issue. I'm still confused about the problem.

Option: Feat and Power Packages

I'd like to read more about this. My inclination was to simply properly design a dozen stereotypical characters, and just use them for players that don't want to get bogged down in character creation.

Option: Quick Combat Resolution

I’ll expand if anyone’s interested.
Please expand.

Option: XP

How do we give out XP? It’s not just for monsters these days so a full discussion of ways including DM fiat and half a dozen options are wanted.
My solution has been to tie it to milestones. Long rests are not mandatory, even if the character rests: they have to be specifically declared by players. The first encounter after a long rest is not a milestone. All other encounters (including skill challenges) are a milestone. APs can be used in skill challenges. Characters level up at 5 (or whatever) milestones.
 

Nice idea.

I'd like to see different people write up advice on how to play in a certain style, and then a number of changes made to support that specific style. Then you'd end up with a whole bunch of changes (with advice attached) that people can mix and match to get what they want.
 

Nice idea.

I'd like to see different people write up advice on how to play in a certain style, and then a number of changes made to support that specific style. Then you'd end up with a whole bunch of changes (with advice attached) that people can mix and match to get what they want.

Yes, this variant "rules" approach can be very helpful because not everyone has the same wants/needs out of the system. Modularity by design using the 4e framework would be great. An "Unearthed Arcana" for 4e would be a godsend to "solve" the various issues people have with different areas of the system.

To fix epic the first thing to do is clearly define the problem. Epic should not be "more of the same but with higher numbers", IMO. But then again, what should it be?

My biggest "issue" with epic is flavor rather than mechanics, though I admit that the mechanics are somewhat whack. Epic destinies try to fill both the role of a destination and journey, and they fail in my book. Paragon level play should be "hinting" at the Epic Destiny, or the entire Epic Tier should be heavily disassociated from paragon and heroic. Maybe the "epic quest" as part of the jump from Paragon to Epic might fill in some of the holes.



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TBH we should also go through the power list and either make sure every power is dark blue/sky blue or cut them (for the redundant, poorly thought out, or just plain 'strictly worse' powers). Also redo builds of classes (Swarm Druid) and in a few cases entire classes (Battlemind needs Lightning Rush as a class feature, probably replacing another class feature).
 

TBH we should also go through the power list and either make sure every power is dark blue/sky blue or cut them (for the redundant, poorly thought out, or just plain 'strictly worse' powers).
I disagree. Many black powers are great for non-standard builds. I would agree on making a list of "deprecated" powers, though.

Also redo builds of classes (Swarm Druid) and in a few cases entire classes (Battlemind needs Lightning Rush as a class feature, probably replacing another class feature).
Agreed.
 
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I was very enthusiastic at first, and I joined the 4SRD wiki and started eagerly adding stuff.

However I very quickly realized that it is far more trouble than it is worth to rewrite things to make them legal and compatible with the SRD and OGL. How are people going to readily find any information if it is all hidden under different terminology?

As long as the old downloadable Character Builder is available (and happily it is highly customizable unlike the new one) as well as all the books, I do not see a whole lot of need for another on-line resource.

I do acknowledge that many new houserules are needed to fix the infelicities of the Fourth Edition, but I think that a collection of houserules is better than rewriting everything from scratch. I very strongly recommend the thoughtful houserules at the Square Fireballs blog.
 
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