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D&D 4.0 - What the?
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<blockquote data-quote="RangerWickett" data-source="post: 1326233" data-attributes="member: 63"><p>4th Edition Planning, part II</p><p></p><p>Just to clarify our mission a bit, our goals are to</p><p></p><ol> <li data-xf-list-type="ol">Reduce the reliance on magic items for all characters. Along with this, reduce the raw power of magic, perhaps augmenting it in different ways.</li> <li data-xf-list-type="ol">Make skills and feats more important, providing more options to characters in various circumstances. Now not everything will be decided by attack rolls, evocations, and hold spells. This will entail giving characters more skill points and feats, but we will make sure not to require feats to try things. Thus, you can try to two-weapon fight without needing the feat; you'll just suck.</li> <li data-xf-list-type="ol">The system should support flexibility, but not make it part of the PHB. House rules and other suggestions will be in the DMG, so that the basics of the game can be assumed unless someone tells you otherwise.</li> </ol><p></p><p><strong>Races</strong></p><p>We're going to keep the racial setup as is, but fiddle with a few abilities. We'll include the basic rules for playing Level-Adjustment races, and include one or two examples. Let's say . . . dark Elves and half-Dragons. Yeah, that'll piss of the purists and delight the fanboys. It's perfect!</p><p></p><p>Elves will get -2 Str and +2 Dex. The Strength reduction helps balance out the benefits they gain in warrior classes from high Dex (as an archer, low Con isn't <em>that</em> bad), and it avoids the problem of 10th level wizards with 15 hit points.</p><p></p><p>Gnomes will stay in. Halflings will keep stats much the same, except that they won't be described only as wandering gypsies. Going back to the originals, halflings will have both the stay-at-home bumpkin style (like The Hobbit), and the more adventuresome variety (as described in some side stories of Tolkien's).</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1326233, member: 63"] 4th Edition Planning, part II Just to clarify our mission a bit, our goals are to [list=1][*]Reduce the reliance on magic items for all characters. Along with this, reduce the raw power of magic, perhaps augmenting it in different ways. [*]Make skills and feats more important, providing more options to characters in various circumstances. Now not everything will be decided by attack rolls, evocations, and hold spells. This will entail giving characters more skill points and feats, but we will make sure not to require feats to try things. Thus, you can try to two-weapon fight without needing the feat; you'll just suck. [*]The system should support flexibility, but not make it part of the PHB. House rules and other suggestions will be in the DMG, so that the basics of the game can be assumed unless someone tells you otherwise.[/list] [b]Races[/b] We're going to keep the racial setup as is, but fiddle with a few abilities. We'll include the basic rules for playing Level-Adjustment races, and include one or two examples. Let's say . . . dark Elves and half-Dragons. Yeah, that'll piss of the purists and delight the fanboys. It's perfect! Elves will get -2 Str and +2 Dex. The Strength reduction helps balance out the benefits they gain in warrior classes from high Dex (as an archer, low Con isn't [i]that[/i] bad), and it avoids the problem of 10th level wizards with 15 hit points. Gnomes will stay in. Halflings will keep stats much the same, except that they won't be described only as wandering gypsies. Going back to the originals, halflings will have both the stay-at-home bumpkin style (like The Hobbit), and the more adventuresome variety (as described in some side stories of Tolkien's). [/QUOTE]
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