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D&D 4.0 - What the?
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<blockquote data-quote="RangerWickett" data-source="post: 1323241" data-attributes="member: 63"><p>Bah, what I'd like is simple.</p><p></p><ul> <li data-xf-list-type="ul">A concept of background skills, so that people can know some useful skills just to flesh out their characters. Maybe just 2 skillpoints per decade of life, used on a list limited by race. This gives players a better way to get a handle on their character's background, and it makes it easier for them to have a life outside of adventuring. Even if your games don't shift out of the heroic mode very often, these skills add depth and uniqueness.</li> <li data-xf-list-type="ul">Hit point/Wound point. HP heals at a rate of 1 per level per hour, WP heals at a rate of 1/day. You are fine as long as you have HP, once you run out, you take WP damage and suffer penalties like you're disabled. You have WP equal to your Con. Keep clerics as the primary healers, and give them ability to cure both HP and WP. Let wizards cure WP, but not HP. This reduces the reliance on healing, making party composition more malleable.</li> <li data-xf-list-type="ul">Keep the PHB classes generic, but provide a few sample setting-tweaked classes in the DMG. For goodness's sake, let there be a Fighter-esque class that isn't assumed to wear full plate. This is just a personal desire, not particularly geared to making the game more fun.</li> <li data-xf-list-type="ul">Reduce the amount of magic items required to adventure. Make a belt of giant strength really mean something because of how powerful it is. Make it so it's unlikely any character would have more than 7 magic items at all. Put the focus on the character's skills, whatever level he's at, not the gear he possesses.</li> </ul></blockquote><p></p>
[QUOTE="RangerWickett, post: 1323241, member: 63"] Bah, what I'd like is simple. [list][*]A concept of background skills, so that people can know some useful skills just to flesh out their characters. Maybe just 2 skillpoints per decade of life, used on a list limited by race. This gives players a better way to get a handle on their character's background, and it makes it easier for them to have a life outside of adventuring. Even if your games don't shift out of the heroic mode very often, these skills add depth and uniqueness. [*]Hit point/Wound point. HP heals at a rate of 1 per level per hour, WP heals at a rate of 1/day. You are fine as long as you have HP, once you run out, you take WP damage and suffer penalties like you're disabled. You have WP equal to your Con. Keep clerics as the primary healers, and give them ability to cure both HP and WP. Let wizards cure WP, but not HP. This reduces the reliance on healing, making party composition more malleable. [*]Keep the PHB classes generic, but provide a few sample setting-tweaked classes in the DMG. For goodness's sake, let there be a Fighter-esque class that isn't assumed to wear full plate. This is just a personal desire, not particularly geared to making the game more fun. [*]Reduce the amount of magic items required to adventure. Make a belt of giant strength really mean something because of how powerful it is. Make it so it's unlikely any character would have more than 7 magic items at all. Put the focus on the character's skills, whatever level he's at, not the gear he possesses.[/list] [/QUOTE]
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