RangerWickett
Legend
I'm in favor of getting rid of daily abilities, because I like for my adventures not to be constrained by the need to introduce X threats per day to be considered balanced. However, I prefer games with an option for long-term character risk and consequences (physical, not just plot- or social-based). Like, there ought to be a possibility to lose limbs, or have your weapon destroyed; it just should only occur rarely, and when dramatically appropriate.
In 4e, I'd like something akin to 'once per encounter you can second wind to get a surge worth of HP back,' and then make stuff like healing/inspiring/majestic word only work once per encounter per PC. As in, you can catch your second wind, and your buddy can yell at you to make you keep fighting, but that's all the healing you get (except in niche cases like regeneration and such).
I'd get rid of dailies, and instead implement various class- or power source-based options to ramp up to stronger powers. Basically 'Limit Breaks' a la Final Fantasy. Maybe each combat you start at 0 on your Limit Meter (rename to be more appropriate to D&D), and each round it increases by 1. Barbarians might get an additional 1 when they are first bloodied. Necromancers could get an additional 1 if they spend a minor action drawing mana from a recently dead foe. Etc. And when your meter reaches 4, you can Do Something Awesome. Afterward, your meter resets.
In 4e, I'd like something akin to 'once per encounter you can second wind to get a surge worth of HP back,' and then make stuff like healing/inspiring/majestic word only work once per encounter per PC. As in, you can catch your second wind, and your buddy can yell at you to make you keep fighting, but that's all the healing you get (except in niche cases like regeneration and such).
I'd get rid of dailies, and instead implement various class- or power source-based options to ramp up to stronger powers. Basically 'Limit Breaks' a la Final Fantasy. Maybe each combat you start at 0 on your Limit Meter (rename to be more appropriate to D&D), and each round it increases by 1. Barbarians might get an additional 1 when they are first bloodied. Necromancers could get an additional 1 if they spend a minor action drawing mana from a recently dead foe. Etc. And when your meter reaches 4, you can Do Something Awesome. Afterward, your meter resets.