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For S&G, my old 4e Wishlist
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<blockquote data-quote="JoeGKushner" data-source="post: 4618415" data-attributes="member: 1129"><p>Happened to be digging around the old hard drive and saw this and thought it would make an interesting turn to post and see how what I wanted to be in the edition compares against what was actually in the edition.</p><p></p><p>With no comments.... the old wishlist from before 4e was published.</p><p></p><p>More competent characters at first level.</p><p></p><p>Elimination of death at -10 hit points. Should be scaling.</p><p></p><p>Clerical Turn Undead system that's quicker and takes into effect that a 20 hit die skeleton is not the same as a 20 hit die lich.</p><p></p><p>More campaign knobs/levels that a GM can flip and change the core assumptions of the campaign like Spycraft 2.0 has. (i.e. rate of feat accumulation, attribute bonus boosts, etc...)</p><p></p><p>Hit dice by race and no random hit points. (Yeah, I'm a 12th level barbarian but the halfling rogue rolled better than me so I stay in the back.)</p><p></p><p>No more cross class skills. If the fighter with 2 skill points wants to specialize in spot and listen, let him.</p><p></p><p>DMG that puts more effort into showing how campaign components, such as magic item accumulation, etc... can shape the way the game is played.</p><p></p><p>Reduce the 3-18 aspect of stats and go the True 20 way. It's much easier to keep track of and much easier to assign point buy values.</p><p></p><p>Eliminate differences between Cover and Concealment.</p><p></p><p>Eliminate 10% stablization rule.</p><p></p><p>Eliminate death at -10 hit points.</p><p></p><p>Less Core Classes-core races.</p><p></p><p>Races: Human, dwarf, elf, halfling.</p><p>half-orc, half-elf, gnome can be put into another book and built from the ground up to show the GM how to create races that in theory, balance.</p><p></p><p>Classes: Fighter, Spellcaster (Cleric/Mage), Skilled User (Expert)</p><p></p><p>Have optional PrCs for classes like the cleric, which is very similiar to the paladin in terms of being an armored fist of his gods. It's much more melee centered than cloistered and there are no good options for it.</p><p></p><p>Show how multiclassing can take an expert and warrior and make a ranger or something along those lines. Build 'em from the ground up to show GMs and players how to do it. </p><p>Streamline turning into d6 damage per level to those in radius (or something similiar ala Compleate Divine)</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 4618415, member: 1129"] Happened to be digging around the old hard drive and saw this and thought it would make an interesting turn to post and see how what I wanted to be in the edition compares against what was actually in the edition. With no comments.... the old wishlist from before 4e was published. More competent characters at first level. Elimination of death at -10 hit points. Should be scaling. Clerical Turn Undead system that's quicker and takes into effect that a 20 hit die skeleton is not the same as a 20 hit die lich. More campaign knobs/levels that a GM can flip and change the core assumptions of the campaign like Spycraft 2.0 has. (i.e. rate of feat accumulation, attribute bonus boosts, etc...) Hit dice by race and no random hit points. (Yeah, I'm a 12th level barbarian but the halfling rogue rolled better than me so I stay in the back.) No more cross class skills. If the fighter with 2 skill points wants to specialize in spot and listen, let him. DMG that puts more effort into showing how campaign components, such as magic item accumulation, etc... can shape the way the game is played. Reduce the 3-18 aspect of stats and go the True 20 way. It's much easier to keep track of and much easier to assign point buy values. Eliminate differences between Cover and Concealment. Eliminate 10% stablization rule. Eliminate death at -10 hit points. Less Core Classes-core races. Races: Human, dwarf, elf, halfling. half-orc, half-elf, gnome can be put into another book and built from the ground up to show the GM how to create races that in theory, balance. Classes: Fighter, Spellcaster (Cleric/Mage), Skilled User (Expert) Have optional PrCs for classes like the cleric, which is very similiar to the paladin in terms of being an armored fist of his gods. It's much more melee centered than cloistered and there are no good options for it. Show how multiclassing can take an expert and warrior and make a ranger or something along those lines. Build 'em from the ground up to show GMs and players how to do it. Streamline turning into d6 damage per level to those in radius (or something similiar ala Compleate Divine) [/QUOTE]
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