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D&D 4.0 - What the?
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<blockquote data-quote="Hecatæus" data-source="post: 1331369" data-attributes="member: 1028"><p>1. Simplify classes, Warrior, Mage, Cleric, 'specialist' (aka rogue, thief, courtesan, scoundrel yadayada) should be the basics, all other character concepts extend from these through Skills, Feats, Talents and other character choices. ie Paladin is really militant cleric (clerics are far too militant imo) ...so is a Monk btw (in both aspects). Druids are nature clerics, Bards iirc were a lower/different form of druid (PrC?) Ranger: type of fighter. etc. Basically, D20M had the right idea. </p><p></p><p>2. Vancian system is fine, but it needs to be balanced with others. My idea (though more of a campaign idea) is that Vancian magic is a Lawful 'wizard' style, and the more on the fly 'sorceror' (point/skill based) magic is the Chaos form. In either case, a bigger distinction needs to be made between the way wizard and cleric magic is handled. A DM may wish for a Vancian style only be for Clerical spellcasters (with independent mages going skill/point) ...or not. Both Clerics may or may not use a vancian system, but there should still be a very different style of play for them.</p><p></p><p>3. Lightweight fighters, Skill based characters who don't backstab, like a truely knowledgable if 'lower number of spells' Wizard/Priest should be makeable.</p><p></p><p>4. Not too much dependence on magic items...Also I have much difficulty in figuring out how magic items get made in worlds: they are very expensive, take too much time to make, break/get stole too easily bitchbitchbitch. And while taking XP to make magic items, is not a bad idea, that XP gain strictly speaking requires going into dangerous situations most wizards simply won't do it...too risky. 3.0-.5 feels broken; better than the past, but still don't seem to make sense.</p><p></p><p>(my group likes to be on the move and can't settle down to make magic items, and having money and magic items all over the place tjsut doesn't seem to make much sense given our milieu...but the combat rules punish us because for these choices)</p><p></p><p>5. Biggest wish: Good upfront Software usable in whatever common medium exists. Would be nice if there were electronic play mats which could store maps, process encounter/combat data, etc etc this would make fights much faster and allow for a much better game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Hecatæus, post: 1331369, member: 1028"] 1. Simplify classes, Warrior, Mage, Cleric, 'specialist' (aka rogue, thief, courtesan, scoundrel yadayada) should be the basics, all other character concepts extend from these through Skills, Feats, Talents and other character choices. ie Paladin is really militant cleric (clerics are far too militant imo) ...so is a Monk btw (in both aspects). Druids are nature clerics, Bards iirc were a lower/different form of druid (PrC?) Ranger: type of fighter. etc. Basically, D20M had the right idea. 2. Vancian system is fine, but it needs to be balanced with others. My idea (though more of a campaign idea) is that Vancian magic is a Lawful 'wizard' style, and the more on the fly 'sorceror' (point/skill based) magic is the Chaos form. In either case, a bigger distinction needs to be made between the way wizard and cleric magic is handled. A DM may wish for a Vancian style only be for Clerical spellcasters (with independent mages going skill/point) ...or not. Both Clerics may or may not use a vancian system, but there should still be a very different style of play for them. 3. Lightweight fighters, Skill based characters who don't backstab, like a truely knowledgable if 'lower number of spells' Wizard/Priest should be makeable. 4. Not too much dependence on magic items...Also I have much difficulty in figuring out how magic items get made in worlds: they are very expensive, take too much time to make, break/get stole too easily bitchbitchbitch. And while taking XP to make magic items, is not a bad idea, that XP gain strictly speaking requires going into dangerous situations most wizards simply won't do it...too risky. 3.0-.5 feels broken; better than the past, but still don't seem to make sense. (my group likes to be on the move and can't settle down to make magic items, and having money and magic items all over the place tjsut doesn't seem to make much sense given our milieu...but the combat rules punish us because for these choices) 5. Biggest wish: Good upfront Software usable in whatever common medium exists. Would be nice if there were electronic play mats which could store maps, process encounter/combat data, etc etc this would make fights much faster and allow for a much better game. :cool: [/QUOTE]
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