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<blockquote data-quote="thanson02" data-source="post: 7312417" data-attributes="member: 6801619"><p>"Poking my head out of my slumbering cave"</p><p></p><p><strong>As to 4e growth</strong></p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Clarification on how Skill Challenges can be used for social and exploration encounters for DMs who don't necessary want a combat focused game.</li> </ul><p></p><p><strong>As to evolution</strong></p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Cut the fat: There is a lot of bloat in 4E, rework the math to get rid of the unnecessary stuff.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> </ul><p></p><p>Things I have been reflecting on as my players keep going up in level. They are just about to breech level 15 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="thanson02, post: 7312417, member: 6801619"] "Poking my head out of my slumbering cave" [B]As to 4e growth[/B] [LIST] [*]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. [/LIST] [B]As to evolution[/B] [LIST] [*]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. [/LIST] Things I have been reflecting on as my players keep going up in level. They are just about to breech level 15 :). [/QUOTE]
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