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General Tabletop Discussion
*Dungeons & Dragons
Design Space - What are the biggest gaps in 4th Edition?
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<blockquote data-quote="knightofround" data-source="post: 5548459" data-attributes="member: 27884"><p>My top 10 list!</p><p></p><p>1. Skill Challenges. Great idea, poor implementation. More than anything else I wish someone would hire Stalker0 to make a full-spread supplement on skill challenges. I feel like 4E essentials missed a big opportunity to revamp the skill challenge system.</p><p></p><p>2. Epic tier. There's tons of good stuff in the DMGs and MMs for heroic/paragon, but there's still very little for epic. 4E Essentials makes epic play mathematically easy for players, but it's still hopelessly complex for DMs.</p><p></p><p>3. Mass combat system. Every other version of D&D has mass combat systems, but there's nothing yet for 4E. </p><p></p><p>4. World building. DMG1&2 is great for helping a DM run a smooth session and handle things in the short term. But there's not much for long term campaign planning, world building, etc. It's kinda sad that I still use my 2E worldbuilder supplement to build 4E worlds.</p><p></p><p>5. Boss encounters. Post MM3 solos are okay, but I want boss encounters that are more than a single monster with X extra actions/attacks/defenses. I want videogame-y boss encounters with multiple stages that are truly unique. This is something covered in the blogosphere but there's no supplement support yet.</p><p></p><p>6. Campaign world specific support. It's sad that I end up using my 3E books more than my 4E books whenever I run a 4E FR/Eberron/DarkSun campaign. The 1 player guide + 1 dm guide was a cool idea but it didn't work. There's too much duplicated information and just not enough quantity of information. There's also a big lack of campaign-world-specific adventures in the paragon and epic tiers.</p><p></p><p>7. Urban support. Most of 4E's official support is based around dungeon crawling which is fantastic, after all its *dungeons* and dragons. But there's only like 2 pages in DMG2 on how to run a campaign in a city. It's easy to chain together 3 combat encounters per extended rest in dungeons. It's tougher to do that with city encounters. Plus there needs to be more support on how to handle social encounters, political encounters, etc.</p><p></p><p>8. More monster support for the PC races. For example, in MM1 there's an entry for halflings, which is great, but its just: 1 minion, 1 artillery, 1 skirmisher, and 1 lurker. They're all heroic tier, and there is no defender, brute, or solo options. There's a tonnnn of monster support for exotic stuff like dragons, beholders, animals, demons, undead, etc...but the core races are lacking.</p><p></p><p>9. Disease tracker. This was a really good idea, and I think the "tracker" idea in could be expanded to more than just diseases. For example, it could be used on artifacts to "power up" or "power down" depending upon the player's actions. Or the tracker idea could be used on storybuilding. Killing an orc chief is +2 points, saving the damsel in distress is +1 point, each hostage that dies is -1 point...and then the story changes depending upon how many points the party scores.</p><p></p><p>10. More terrain powers, aka more expansion with the famous page42 in DMG1. After playing around with the few terrain powers released thus far, I'm hungry for more!</p></blockquote><p></p>
[QUOTE="knightofround, post: 5548459, member: 27884"] My top 10 list! 1. Skill Challenges. Great idea, poor implementation. More than anything else I wish someone would hire Stalker0 to make a full-spread supplement on skill challenges. I feel like 4E essentials missed a big opportunity to revamp the skill challenge system. 2. Epic tier. There's tons of good stuff in the DMGs and MMs for heroic/paragon, but there's still very little for epic. 4E Essentials makes epic play mathematically easy for players, but it's still hopelessly complex for DMs. 3. Mass combat system. Every other version of D&D has mass combat systems, but there's nothing yet for 4E. 4. World building. DMG1&2 is great for helping a DM run a smooth session and handle things in the short term. But there's not much for long term campaign planning, world building, etc. It's kinda sad that I still use my 2E worldbuilder supplement to build 4E worlds. 5. Boss encounters. Post MM3 solos are okay, but I want boss encounters that are more than a single monster with X extra actions/attacks/defenses. I want videogame-y boss encounters with multiple stages that are truly unique. This is something covered in the blogosphere but there's no supplement support yet. 6. Campaign world specific support. It's sad that I end up using my 3E books more than my 4E books whenever I run a 4E FR/Eberron/DarkSun campaign. The 1 player guide + 1 dm guide was a cool idea but it didn't work. There's too much duplicated information and just not enough quantity of information. There's also a big lack of campaign-world-specific adventures in the paragon and epic tiers. 7. Urban support. Most of 4E's official support is based around dungeon crawling which is fantastic, after all its *dungeons* and dragons. But there's only like 2 pages in DMG2 on how to run a campaign in a city. It's easy to chain together 3 combat encounters per extended rest in dungeons. It's tougher to do that with city encounters. Plus there needs to be more support on how to handle social encounters, political encounters, etc. 8. More monster support for the PC races. For example, in MM1 there's an entry for halflings, which is great, but its just: 1 minion, 1 artillery, 1 skirmisher, and 1 lurker. They're all heroic tier, and there is no defender, brute, or solo options. There's a tonnnn of monster support for exotic stuff like dragons, beholders, animals, demons, undead, etc...but the core races are lacking. 9. Disease tracker. This was a really good idea, and I think the "tracker" idea in could be expanded to more than just diseases. For example, it could be used on artifacts to "power up" or "power down" depending upon the player's actions. Or the tracker idea could be used on storybuilding. Killing an orc chief is +2 points, saving the damsel in distress is +1 point, each hostage that dies is -1 point...and then the story changes depending upon how many points the party scores. 10. More terrain powers, aka more expansion with the famous page42 in DMG1. After playing around with the few terrain powers released thus far, I'm hungry for more! [/QUOTE]
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