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<blockquote data-quote="MoutonRustique" data-source="post: 7312317" data-attributes="member: 22362"><p><strong>As to 4e growth</strong></p><p>There are <em>so many</em> things that could have been pushed further (of course, right now, I can't think of much of them... stupid brain...) but the big ones in my mind right now : <ol> <li data-xf-list-type="ol">a further refinement of roles - especially the multi-role design of the [Berserker]</li> <li data-xf-list-type="ol">a further integration and development of long terms afflictions by use of the [disease track]</li> <li data-xf-list-type="ol">a further exploration of auras</li> <li data-xf-list-type="ol">more development of abilities similar to the [skald]'s healing aura (where the other characters expend the action)</li> <li data-xf-list-type="ol">more integration of SC into creature design - especially for solo design</li> <li data-xf-list-type="ol">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</li> <li data-xf-list-type="ol">...certainly some other cool thing I'll think about right after I log out... </li> </ol><p></p><p><strong>As to evolution</strong></p><p>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 <em>better</em> game, it was to create a <em>better-<strong>liked</strong></em> game - and it is!)</p><p>As to what I would've wanted from an evolution into a new edition: <ul> <li data-xf-list-type="ul">removal of the 'fiddly' bonuses</li> <li data-xf-list-type="ul">better "human-facing" action economy system (this is where 4e could make the greatest gains in time-per-round-per-player)</li> <li data-xf-list-type="ul">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"</li> <li data-xf-list-type="ul">integrated consideration for TotM</li> <li data-xf-list-type="ul">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</li> <li data-xf-list-type="ul">integration of <em>companion characters</em> 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</li> <li data-xf-list-type="ul">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</li> <li data-xf-list-type="ul">more integration of rituals and a better cost-system for them</li> <li data-xf-list-type="ul">re-working the magic item acquisition assumptions</li> <li data-xf-list-type="ul">an evolution of the 'non-combat encounters' to work with (within) the same framework (with the same resources) as the combat encounters</li> <li data-xf-list-type="ul">a more engaging approach to defeat for the players</li> <li data-xf-list-type="ul">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, <strong>ease on the DM side</strong></li> <li data-xf-list-type="ul">... and something I'll think about when I log out...</li> </ul></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7312317, member: 22362"] [B]As to 4e growth[/B] There are [I]so many[/I] things that could have been pushed further (of course, right now, I can't think of much of them... stupid brain...) but the big ones in my mind right now :[LIST=1] [*]a further refinement of roles - especially the multi-role design of the [Berserker] [*]a further integration and development of long terms afflictions by use of the [disease track] [*]a further exploration of auras [*]more development of abilities similar to the [skald]'s healing aura (where the other characters expend the action) [*]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... [/LIST] [B]As to evolution[/B] 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 [I]better[/I] game, it was to create a [i]better-[b]liked[/b][/I] game - and it is!) As to what I would've wanted from an evolution into a new edition:[LIST] [*]removal of the 'fiddly' bonuses [*]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 [*]integration of [I]companion characters[/I] 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 [*]re-working the magic item acquisition assumptions [*]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, [B]ease on the DM side[/B] [*]... and something I'll think about when I log out...[/LIST] [/QUOTE]
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