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Fixing 4e
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<blockquote data-quote="Galadrin" data-source="post: 4290404" data-attributes="member: 69113"><p>Hi everyone, this is my first post on ENWorld. I just started to browse, but it appears I've stumbled across THE Mecca for 4e discussion! I bought the basic books for 4e and read through them, but ran into some initial problems. I've started to come up with a few ideas to fix them, and was wondering if you had any advice? First, a few problems...</p><p></p><p>1) Characters are defined entirely by their combat role; i.e. there is no "ranger" outside of combat.</p><p>2) Combats take way too long and are not dramatic enough.</p><p>3) Characters do not have "weak" ability scores to contrast their "strong" ability scores. No PC I have yet seen has multiple negative ability modifiers.</p><p>4) Maps and miniatures can get expensive to collect and inhibit the player's imagination.</p><p>5) Knowing the magic items in the PHB, being able to identify items immediately after the battle and being able to break magic items down into Residuum kills all the mystery in the magic items.</p><p>6) Damage and healing has been reduced to simple hit points, with no injuries, scars etc.</p><p></p><p>So, here are the solutions I am considering...</p><p></p><p>1) Remove Daily, Encounter and At Will powers except for racial powers, magic item powers and Encounter/Daily spells and prayers. In their place, each class gets appropriate out-of-battle storyline abilities (perhaps like Non-Weapon Proficiencies in 2e); the player need only ask "my guys a fighter, can I give tactical advice to the king?" and the GM will consider it (when a roll is involved, such a class will get a significant bonus).</p><p>2) Reduce starting HP to equal your Constitution ability score. Reduce monster HP appropriately.</p><p>3) Either generate abilities with 3d6 or have a 6/8/10/10/12/14 array.</p><p>4) Removing many of the Powers will allow you to play without maps. Other rules like Marking can also be dropped to make this easier.</p><p>5) The magic items in the PHB do not exist (they are just legends you heard of as a child). Magic items must be identified by a Wizard (a one-time per item per Wizard Daily spell, with a percent chance equal to 3x his level - i.e. Wizard 10 has a 30% chance) or a sage (some wise man, based on storyline goals the GM has in mind and perhaps for a price). Residuum doesn't exist.</p><p>6) Each time a character takes a significant amount of damage (perhaps a quarter or half his total HP in one hit), he suffers an injury that penalizes him some how in and out of battle (up to the GM). Healing Surges are once per day and do not restore injuries.</p><p></p><p>So, what do you think?</p></blockquote><p></p>
[QUOTE="Galadrin, post: 4290404, member: 69113"] Hi everyone, this is my first post on ENWorld. I just started to browse, but it appears I've stumbled across THE Mecca for 4e discussion! I bought the basic books for 4e and read through them, but ran into some initial problems. I've started to come up with a few ideas to fix them, and was wondering if you had any advice? First, a few problems... 1) Characters are defined entirely by their combat role; i.e. there is no "ranger" outside of combat. 2) Combats take way too long and are not dramatic enough. 3) Characters do not have "weak" ability scores to contrast their "strong" ability scores. No PC I have yet seen has multiple negative ability modifiers. 4) Maps and miniatures can get expensive to collect and inhibit the player's imagination. 5) Knowing the magic items in the PHB, being able to identify items immediately after the battle and being able to break magic items down into Residuum kills all the mystery in the magic items. 6) Damage and healing has been reduced to simple hit points, with no injuries, scars etc. So, here are the solutions I am considering... 1) Remove Daily, Encounter and At Will powers except for racial powers, magic item powers and Encounter/Daily spells and prayers. In their place, each class gets appropriate out-of-battle storyline abilities (perhaps like Non-Weapon Proficiencies in 2e); the player need only ask "my guys a fighter, can I give tactical advice to the king?" and the GM will consider it (when a roll is involved, such a class will get a significant bonus). 2) Reduce starting HP to equal your Constitution ability score. Reduce monster HP appropriately. 3) Either generate abilities with 3d6 or have a 6/8/10/10/12/14 array. 4) Removing many of the Powers will allow you to play without maps. Other rules like Marking can also be dropped to make this easier. 5) The magic items in the PHB do not exist (they are just legends you heard of as a child). Magic items must be identified by a Wizard (a one-time per item per Wizard Daily spell, with a percent chance equal to 3x his level - i.e. Wizard 10 has a 30% chance) or a sage (some wise man, based on storyline goals the GM has in mind and perhaps for a price). Residuum doesn't exist. 6) Each time a character takes a significant amount of damage (perhaps a quarter or half his total HP in one hit), he suffers an injury that penalizes him some how in and out of battle (up to the GM). Healing Surges are once per day and do not restore injuries. So, what do you think? [/QUOTE]
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