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How could 4E be more elegant?
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<blockquote data-quote="Kalendraf" data-source="post: 1975574" data-attributes="member: 3433"><p>OK. I'll bite...</p><p></p><p>1. Remove Prestige Classes. Replace them with a much more flexible set of feats w/ appropriate requirements to allow the same unique and tailored abilities to be obtained but without having to make a bunch of PrC's to provide them.</p><p></p><p>2. Merge Psionics and Magic into one overall magic system. I know some people have strong opinions about keeping psionics different from magic. I think the more flexible points system from the psionics system to invoke powers should be applied toward the magic system. This would allow such things as smaller or bigger blast spells by spending more points as well as a bunch of other nice changes.</p><p></p><p>3. Rebalance the elemental effects. The Psionics handbook took a stab at this and it seems better, so maybe follow it's methodology. But I think it might be worth considering the Elements of Magic approach and strongly consider adding far more elements to the game along with varying effects that each elemenent is tied to.</p><p></p><p>4. Clean up the CR-rating method. Under examination and testing, it doesn't take long to find places where the CR-rating simply breaks down and doesn't work for predicting difficulty. I don't know how to fix this, so I can't offer any solid solutions, but this needs to be fixed.</p><p></p><p>5. Fix the magic crafting cost tables. The chart(s) in the back of the DMG is woefully inadequate at resolving proper costs of items. Again, I can't offer any great solutions here, but this badly needs to be cleaned up.</p><p></p><p>6. Make nearly all forms of undead into templates. This would allow them to be added to any kind of base creature. So you could then end up with a Mummy Giant, a Ghoul Ogre Mage or a Wight Minotaur.</p><p></p><p>7. Remove extra attacks per round (except for a few special feats like TWF or RS). Combat gets overly slowed down at higher levels as characters have to roll more and more dice per round of combat. To compensate the removed attacks and keep the game balanced, make those landed attacks deal more damage either with larger dice or larger fixed bonuses. Those boosts would occur each time the character goes up another +5 in their BAB.</p><p></p><p>8. Keep the current damage reduction system (magic, silver, holy, etc), but change up how stacking works and rebalance the monsters. If a monster has DR 10 / Silver and Holy, change it to be DR 5/Silver and DR 5/Holy and change the rules to make those stack. If a player uses a normal item, it will be DR 10. But if a player has a silver or holy weapon he would then only face DR 5. Currently, that character would face DR 10 which seems overly painful. Rebalance all the monsters DR's to avoid cases like DR 15/magic which seems utterly pathetic (for characters above about 3rd or 4th level) or overly deadly (for any below that level).</p><p></p><p>9. Balance the core races. Right now Dwarves seem overly strong w/ their bonuses. Not sure the best method to balance them, but it may require adding more benefits to the other races to compensate.</p><p></p><p>10. Modify the bonuses for various shields and armors. There aren't enough reasons besides flavor to get any armor except the best type of each category (Light = Chain Shirt, Medium = Breast Plate, Heavy = Full Plate) or the shield (small = buckler, large = tower) . Chain mail, scale mail, half-plate and so forth seem so neglected. And I've almost never seen anyone pick a small shield, since the buckler is superior. Time for a rebalance.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1975574, member: 3433"] OK. I'll bite... 1. Remove Prestige Classes. Replace them with a much more flexible set of feats w/ appropriate requirements to allow the same unique and tailored abilities to be obtained but without having to make a bunch of PrC's to provide them. 2. Merge Psionics and Magic into one overall magic system. I know some people have strong opinions about keeping psionics different from magic. I think the more flexible points system from the psionics system to invoke powers should be applied toward the magic system. This would allow such things as smaller or bigger blast spells by spending more points as well as a bunch of other nice changes. 3. Rebalance the elemental effects. The Psionics handbook took a stab at this and it seems better, so maybe follow it's methodology. But I think it might be worth considering the Elements of Magic approach and strongly consider adding far more elements to the game along with varying effects that each elemenent is tied to. 4. Clean up the CR-rating method. Under examination and testing, it doesn't take long to find places where the CR-rating simply breaks down and doesn't work for predicting difficulty. I don't know how to fix this, so I can't offer any solid solutions, but this needs to be fixed. 5. Fix the magic crafting cost tables. The chart(s) in the back of the DMG is woefully inadequate at resolving proper costs of items. Again, I can't offer any great solutions here, but this badly needs to be cleaned up. 6. Make nearly all forms of undead into templates. This would allow them to be added to any kind of base creature. So you could then end up with a Mummy Giant, a Ghoul Ogre Mage or a Wight Minotaur. 7. Remove extra attacks per round (except for a few special feats like TWF or RS). Combat gets overly slowed down at higher levels as characters have to roll more and more dice per round of combat. To compensate the removed attacks and keep the game balanced, make those landed attacks deal more damage either with larger dice or larger fixed bonuses. Those boosts would occur each time the character goes up another +5 in their BAB. 8. Keep the current damage reduction system (magic, silver, holy, etc), but change up how stacking works and rebalance the monsters. If a monster has DR 10 / Silver and Holy, change it to be DR 5/Silver and DR 5/Holy and change the rules to make those stack. If a player uses a normal item, it will be DR 10. But if a player has a silver or holy weapon he would then only face DR 5. Currently, that character would face DR 10 which seems overly painful. Rebalance all the monsters DR's to avoid cases like DR 15/magic which seems utterly pathetic (for characters above about 3rd or 4th level) or overly deadly (for any below that level). 9. Balance the core races. Right now Dwarves seem overly strong w/ their bonuses. Not sure the best method to balance them, but it may require adding more benefits to the other races to compensate. 10. Modify the bonuses for various shields and armors. There aren't enough reasons besides flavor to get any armor except the best type of each category (Light = Chain Shirt, Medium = Breast Plate, Heavy = Full Plate) or the shield (small = buckler, large = tower) . Chain mail, scale mail, half-plate and so forth seem so neglected. And I've almost never seen anyone pick a small shield, since the buckler is superior. Time for a rebalance. [/QUOTE]
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