D&D 4E Dissociating what I (we?) like from the mechanics

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Arcadian Knight
I love the list. And for the most part agree with it.

But I have an observation about the list that I want to couch in the most positive (+) way - every point on the list that focuses primarily on a single pillar of play focuses on combat.

Instead of Utility powers that could apply to combat or could apply elsewhere as a sort-of nod to "everything non-combat", I'd love to see progressions of powers for other pillars of play as well. Roles for other pillars of play. Which means have the same sort of tactical robustness to require mechanics and multiple approaches.

Heck, pick a power source and then pick a combat class, a social class, and a discovery class to match. That would be 4e, but more-so.

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