This reminded me of getting special bonuses when you spend an action point within sight of a leader type ...
- a further exploration of auras
- more development of abilities similar to the [skald]'s healing aura (where the other characters expend the action)
(I have been wondering what to do with skill challenges)
- more integration of SC into creature design - especially for solo design
- an exploration system where environments are built in a manner similar to a mix between a foe and an SC - actually, more like traps were
- ...certainly some other cool thing I'll think about right after I log out...
Back in olden times I remember one of those complaints about D&D was advancement felt bumpy as hell .. you went what felt a long time then huge burst bump at level 2 you were suddenly twice as good in several ways. This might relate to where the fiddliness came from. Huge jumps sometimes makes you feel incompetent so if the advancement is related to what you already do? then this becomes a demo of how bad you were.As to evolution
There are many things I would have liked to be in a 5e-from-4e that are actually in 5e... But many are missing also, and quite a few important parts were killed off (they were, obviously, right to do - as their objective wasn't to create a better game, it was to create a better-liked game - and it is!)
As to what I would've wanted from an evolution into a new edition:
- removal of the 'fiddly' bonuses
Variable character complexity can be a tricky thing to do well and keep the balance sane.
- better "human-facing" action economy system (this is where 4e could make the greatest gains in time-per-round-per-player)
- integration of 2 levels of complexity for the big "in-fiction-roles" : Strong Warrior, Magic Wielder, Healer Supporter. Something like having the Fighter and the Slayer for most "characters people want to play"
- integrated consideration for TotM
- a system of base class = How, and sub-class = What (i.e. the mechanics (how), the role you're meant to play (what)). There's no need to have every class be able to do every roll, but tying the role to a secondary choice would go a long way into freeing players into having their fluff and playing it too
Yeah companions are very popular concepts to not be managed well. Arguably the very first Hero story Gilgamesh was Batman and Robin.
- integration of companion characters into the core experience - this allows for easy integration of some 'old school' concepts, animal companions that are relevant and non-disruptive (same with summons), and helps for assumptions about NPC joining the party
- a system of exploration similar to what the SC wanted to be (I think) with "non-combat" environments getting "stats" similar to how traps work now
- more integration of rituals and a better cost-system for them
Elric and Arthur need to be flanked by Lancelots and Beowulfs need support not just Perseus and the Atlantean super soldiers.
- re-working the magic item acquisition assumptions
That could be very intriguing.
- an evolution of the 'non-combat encounters' to work with (within) the same framework (with the same resources) as the combat encounters
- a more engaging approach to defeat for the players
- things to be kept : class relative power equivalency in all major areas of play, focus on character power over magic item power, characters do their thing from the start, tactically engaging encounters, narrative tools, ease on the DM side
- ... and something I'll think about when I log out...
"Poking my head out of my slumbering cave"
As to 4e growth
- I agree with a further refinement of roles. I always felt that the class role should be tied into the build, not the whole class. However i think having multi-roles (one for the class and a sub-role for the build) would have worked well too.
- Core Concept clarification: There are a lot of things that work well in 4E and clearer communication on how each element works into the big picture (what is it's function in gameplay) would help a lot. For example: with players, many people when 4E came out were confused by character development because they thought it should have been like 3.5. If WotC would have stated from the beginning that Character development in 4E was based on a modular development system where there are a certain amount of class feature slots that needed to be filled and you have 6-12 options from a set amount of sources to choose from per slot instead of being locked into 1-2 from your class, people would have realized from the beginning what was going on.
- Expand Class concepts: Take the base idea for each class and make a variety of build options based on these concepts. Examples include fighters where their Mark ability reflects the theme of the build you are using or a Necromantic Artificer who is like Dr. Frankenstein.
- Clarification on how Skill Challenges can be used for social and exploration encounters for DMs who don't necessary want a combat focused game.
Getting me curiousAs to evolution
- Social Mechanics that make sense: this is one thing that I have had an issue with in every version of D&D. I was able to homebrew something that seems to be working well, especially with my Skill Challenges, but it is a work in progress.
- Cut the fat: There is a lot of bloat in 4E, rework the math to get rid of the unnecessary stuff.
- New approach to Races: Get rid of the Half-breeds and let all the races have the option of a Hybrid Race. This works the same as Hybrid Classes and then use the Bloodline Feats for trace elements of a third like how the Multiclass Feats work.
- In-depth guidelines for different story types for DMs: A guide on how to tell different story types (Mysteries, action adventure, etc) and general pointers on how to be an oral storyteller from professionals who make a living doing it.
Things I have been reflecting on as my players keep going up in level. They are just about to breech level 15.
I flip flop a bit about that one myself sometimes I like the feeling there is a mechanic behind what we do but I may just handwave how I use it.In order of importance (to me):
- TotM
Just cannot imagine feeling the mechanics reflect my character without something akin to them.- Making feats optional (or at least a smaller number of them, and making them more relevant)
definitely i like when the degree of a characters ability is personal vs otherwise is a defined choice.- Optional magic items
- Reduced level span
Most of these have been addressed in one way or another in 13A, which is now my go-to successor to 4e.