Mustrum_Ridcully
Legend
Things I do not need in 5E to become a Happy Ex-4E gamer:
1) Miniature and Grid focused combat
2) At-Will, Encounter, Daily and Utility Powers
3) Feats
4) Defensive Auras and Marking
5) Healing Surges
What I do want is
If all else fails, I seriously hope that they'll keep the 4E character builder, monster builder and compendium around. Then they'll at least still get my DDI money.
1) Miniature and Grid focused combat
2) At-Will, Encounter, Daily and Utility Powers
3) Feats
4) Defensive Auras and Marking
5) Healing Surges
What I do want is
- Balance.
I am okay with modules that screw balance over. I just don't need to use them. But fixing an unbalanced game with a rules module will hardly, if ever work. Balance has to be fairly independent of time factors - that doesn't mean we need encounter powers or at-will, but it would mean something like the Wizard's spellcasting lasts about as long as the Fighter's hit points, and then they'll both decide to go home. In the long term, the Fighter has to be able to stand up to a Wizard that casts meteor strikes, teleports and desintegrates.
And I do not want the Wizard to not get these abilities towards the end. They just need to be reasaonably balanced with whatever the Fighter can do. - Interesting non-spellcasting Combat Options.
This can come in a rules module as well, I just need to one that looks good. The outlines I've seen so far are not convincing. If the only good one they can come up with is 4E AEDU, I can live with that just fine, but I am also eager for something new. - Non-Magical Healing / Inspirational Healing
This can come in a rules module as well, but it could also be in the core and a rules module would remove/limit it to fit more into the hit points = meat paradigm (and having the core be a bit "vague" on what's going on.) - Easy of duration/time tracking.
I don't like to track the minitua of time unless it's something really plot-relevant, but my players need some consistency to make meaningful decisions. I prefer to determine simple ending conditions, like "lasts until you cast another spell" or "lasts until the next dusk or dawn" or "lasts until you spend a hit die". - NPCs that are simple in play.
NPCs whose mechanical elements I can use without referencing any spell books or similar external rules modules.
Of course, if you add in rules module that allow/add this feature, that's no issue for me, and it will certainly be cool for some people. But I personally really don't ever want to go back to reading a spell name in a monster description and having to open another book to figure out what the spell does, or have to organize the spell book and spell lists of NPCs. It's okay if the option is there, but not if it's a default assumption. - Combat with mechanical/tactical depth.
What I would like is a "narrative" combat module that doesn't require grids and miniatures but gives some depth to combat interaction. The core rules can remain fairly simple.
If all else fails, I seriously hope that they'll keep the 4E character builder, monster builder and compendium around. Then they'll at least still get my DDI money.