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How could 4E be more elegant?
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<blockquote data-quote="reanjr" data-source="post: 1993954" data-attributes="member: 20740"><p>Definitely agree on reducing the number conditions and making them degrees of one another is good idea. Dazed and Stunned could be Light Stun, Heavy Stun or something like that. Shaken, Frightened, Panicked I think would be best renamed to something that is more intuitive to us English speakers, like Frightened, Scared, Terrified. I'm OK with Dying and Death because they are so obvious, but disabled, staggered, and stable have got to go. How about Conscious and Unconscious for whether you have cognizance and can act, and Dying and, well, not dying for whether you are losing HP. These can be exclusive to one another (just because you are dying does not mean you are unconscious; a common situation that D&D just has nothing to offer). I could continue...</p><p></p><p></p><p></p><p>Initiative is about as simple as it gets, though I think the actions you take on your initiative could be simplified.</p><p></p><p></p><p></p><p>Go further. I think combat actions can be limited to about a half dozen. Many things could be rolled into one (drawing a weapon and retreiving something from a pack do NOT need to be seperate actions). Using a Book of Iron Might style Combat Maneuver system removes Trip, Disarm, etc. and grants a slew of versatility (moreso than D&D's 50 actions or so). There should be three action types (really two, but...) action, full-round action, and not an action. That's it. That's all you need. The rest is chaff. Confusing chaff.</p><p></p><p></p><p></p><p>Only problem with movement is the system can not handle a chase scene. That needs to be remedied.</p><p></p><p></p><p></p><p>There are too many modifiers. Make only one attack per round. There is no need to have a distinction for Base Attack and Attack, which is confusing. If you are feeling adventurous, you can split the attack roll into something like Brute Attack (for axes) and Finesse Attack (for rapier, bows, etc.). This would replace Melee, Missile, and Base Attack Bonus. All modifiers should stack for simplicity. The only reason this is a problem in the current system is because magic effects are all the same thing rehashed over and over again. If the magic effects had creativity in them (instead of this grants a Strength-enhancement bonus, while this grants a Strength-luck bonus, while this grants a Strength-inherent bonus, while this grants a Strength-it's-wednesday-morning-so-I-am-tough bonus) it wouldn't be a problem. The designers just have to make sure they stop creating so many overlapping effects. Determining whether things stack was a pain in previous editions. 3e didn't fix it by making bonus types; it bandaged the problem in the hopes that the system wouldn't bleed to death in complexity. Remove restrictions on stacking, and all these problems go away.</p><p></p><p></p><p></p><p>Again, remove stacking limits and you have no problems. I have a somewhat-elegant system for parrying (which consists of a single action, that's it) but while it's simple to explain it involves changing how actions per turn works, so I'll let it go for now.</p><p></p><p></p><p></p><p>Multipliers should only multiply the die. Remove bonuses to damage from high strength. Reduce damage from spells, sneak attack, etc. Once you have brought the game down to this level the damage calculations become pretty simple. Remove negative HP. It's dumb; it's broken.</p><p></p><p></p><p></p><p>Sounds like a good start.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1993954, member: 20740"] Definitely agree on reducing the number conditions and making them degrees of one another is good idea. Dazed and Stunned could be Light Stun, Heavy Stun or something like that. Shaken, Frightened, Panicked I think would be best renamed to something that is more intuitive to us English speakers, like Frightened, Scared, Terrified. I'm OK with Dying and Death because they are so obvious, but disabled, staggered, and stable have got to go. How about Conscious and Unconscious for whether you have cognizance and can act, and Dying and, well, not dying for whether you are losing HP. These can be exclusive to one another (just because you are dying does not mean you are unconscious; a common situation that D&D just has nothing to offer). I could continue... Initiative is about as simple as it gets, though I think the actions you take on your initiative could be simplified. Go further. I think combat actions can be limited to about a half dozen. Many things could be rolled into one (drawing a weapon and retreiving something from a pack do NOT need to be seperate actions). Using a Book of Iron Might style Combat Maneuver system removes Trip, Disarm, etc. and grants a slew of versatility (moreso than D&D's 50 actions or so). There should be three action types (really two, but...) action, full-round action, and not an action. That's it. That's all you need. The rest is chaff. Confusing chaff. Only problem with movement is the system can not handle a chase scene. That needs to be remedied. There are too many modifiers. Make only one attack per round. There is no need to have a distinction for Base Attack and Attack, which is confusing. If you are feeling adventurous, you can split the attack roll into something like Brute Attack (for axes) and Finesse Attack (for rapier, bows, etc.). This would replace Melee, Missile, and Base Attack Bonus. All modifiers should stack for simplicity. The only reason this is a problem in the current system is because magic effects are all the same thing rehashed over and over again. If the magic effects had creativity in them (instead of this grants a Strength-enhancement bonus, while this grants a Strength-luck bonus, while this grants a Strength-inherent bonus, while this grants a Strength-it's-wednesday-morning-so-I-am-tough bonus) it wouldn't be a problem. The designers just have to make sure they stop creating so many overlapping effects. Determining whether things stack was a pain in previous editions. 3e didn't fix it by making bonus types; it bandaged the problem in the hopes that the system wouldn't bleed to death in complexity. Remove restrictions on stacking, and all these problems go away. Again, remove stacking limits and you have no problems. I have a somewhat-elegant system for parrying (which consists of a single action, that's it) but while it's simple to explain it involves changing how actions per turn works, so I'll let it go for now. Multipliers should only multiply the die. Remove bonuses to damage from high strength. Reduce damage from spells, sneak attack, etc. Once you have brought the game down to this level the damage calculations become pretty simple. Remove negative HP. It's dumb; it's broken. Sounds like a good start. [/QUOTE]
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