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How could 4E be more elegant?
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<blockquote data-quote="woodelf" data-source="post: 1989294" data-attributes="member: 10201"><p>Well, along this line, my suggestion would be to make Take 10 a standard option that anyone can always use. IOW, a player can always choose to take 10 rather than roll the die (before rolling, of course). </p><p></p><p></p><p>Or you just need standardized guidelines for how to create an item that is not exactly the same as the spell. This could be very rudimentary (the duration modifiers in Arcana Unearthed spell descriptions) or more comprehensive (Artificer's Handbook).</p><p></p><p></p><p>A small selection of monsters. Look at most other fantasy games, and that should give you an idea. I think Ars Magica has a few dozen monsters, frex. </p><p>Though, if this were really the goal (make the PH complete-if-bare-bones, treat the DMG and MM as "add-ons"), i'd say what you'd really want for monsters in the core book would be:</p><p>1) animals. A reasonable selection to cover most of the bases: singbirds, predatory birds; small, medium, and large carnivores; small herbivores, deer, herd animals, large herbivores; fish of a few sizes; and maybe separate entries for domestic animals. In each category, you only need one or two animals because, on the level of granularity of D20 System, the others will be similar, just adjust a speed or damage value here or there. [I still can't believe that the D&D3.5E MM doesn't have an entry for a single wild herbivore besides elephant.]</p><p>2) humanoids. Stats for goblins, orcs, ogres, and a flavor of giant. Maybe kobolds, too.</p><p>3) a few really nasty beasts, including a dragon, a beholder, and a couple other "classic" wierdos, like bullette or displacer beast</p><p>4) "dungeon specials". cubes, oozes, mimics, trappers, carrion crawler, etc.</p><p>5) undead. a selection of templates, probably, to handle skeleton, zombie, ghoul, ghost, vampire</p><p>6) something like the monster construction system from Grim Tales. Thus, for those who want to put in the time and effort *and* want their monsters to be balanced as the book intends, they can do so. People will make up monsters themselves, no matter what, so you may as well give them the tools to help keep their game fun in the process. And most people, i suspect, would still rather buy a book of ready-to-go monsters than do this very much, so you'd still have plenty of room for more monsters.</p></blockquote><p></p>
[QUOTE="woodelf, post: 1989294, member: 10201"] Well, along this line, my suggestion would be to make Take 10 a standard option that anyone can always use. IOW, a player can always choose to take 10 rather than roll the die (before rolling, of course). Or you just need standardized guidelines for how to create an item that is not exactly the same as the spell. This could be very rudimentary (the duration modifiers in Arcana Unearthed spell descriptions) or more comprehensive (Artificer's Handbook). A small selection of monsters. Look at most other fantasy games, and that should give you an idea. I think Ars Magica has a few dozen monsters, frex. Though, if this were really the goal (make the PH complete-if-bare-bones, treat the DMG and MM as "add-ons"), i'd say what you'd really want for monsters in the core book would be: 1) animals. A reasonable selection to cover most of the bases: singbirds, predatory birds; small, medium, and large carnivores; small herbivores, deer, herd animals, large herbivores; fish of a few sizes; and maybe separate entries for domestic animals. In each category, you only need one or two animals because, on the level of granularity of D20 System, the others will be similar, just adjust a speed or damage value here or there. [I still can't believe that the D&D3.5E MM doesn't have an entry for a single wild herbivore besides elephant.] 2) humanoids. Stats for goblins, orcs, ogres, and a flavor of giant. Maybe kobolds, too. 3) a few really nasty beasts, including a dragon, a beholder, and a couple other "classic" wierdos, like bullette or displacer beast 4) "dungeon specials". cubes, oozes, mimics, trappers, carrion crawler, etc. 5) undead. a selection of templates, probably, to handle skeleton, zombie, ghoul, ghost, vampire 6) something like the monster construction system from Grim Tales. Thus, for those who want to put in the time and effort *and* want their monsters to be balanced as the book intends, they can do so. People will make up monsters themselves, no matter what, so you may as well give them the tools to help keep their game fun in the process. And most people, i suspect, would still rather buy a book of ready-to-go monsters than do this very much, so you'd still have plenty of room for more monsters. [/QUOTE]
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