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How could 4E be more elegant?
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<blockquote data-quote="reanjr" data-source="post: 1994147" data-attributes="member: 20740"><p>Allow me finish my thought on this, then.</p><p></p><p>Each character gets two actions per round. Two basic types of actions: those that do not require checks (movement or drawing a weapon for instance) and those that do (attacking). You can perform as many additional actions per round as you would like as long as those actions require checks (2 non-check actions per round is the absolute max). For each action above 2 in a single round, you receive a -5 penalty to all checks. So, you still have more than one attack in a round, but they are all at the same attack bonus, making it much simpler and quicker. In addition, you can make a single, careful, planned strike against a hard to hit target.</p><p></p><p>Fighter +20 attack bonus Attacks four times in a round. For taking four actions that round, he receives a -10 penalty to his actions. So it's +10/+10/+10/+10. If it's something that requires your full +20 to hit anyway, then the other three rolls (+15/+10/+5) in the normal system were pointless to make in the first place. In addition, you can always add some other action to the list, like drawing your sword in the first place. This would be a fifth action, reducing your bonus to +5 for your attacks. You could also buff yourself with a Bull's Strength (if you could cast it somehow) for extra damage, though you'd now be to +0 for your attacks. But you've accomplished a lot this round.</p><p></p><p>DM adjudicates any reasonable limitation he sees fit (No, you can't attack 200 times this round at -970 penalty and still hit an average of 5% of the time). Optionally, you could remove the 20 always succeeds rule when using extra actions as it makes sense. If you need more than a 20 to hit then you probably should be trying real hard to concentrate on getting a good hit in.</p><p></p><p>This simple rule change removes a lot of the complexity in the game as well.</p><p></p><p>Since I've already explained this, I might as well go ahead and explain my parrying idea as well. Any turn you can declare a hold action. This action counts against your actions in the round (giving you a -5 if you go over two) and can be used for any of the following actions:</p><p></p><p>Attack of Opportunity*</p><p>Receive Charge - cause double damage to charging opponent</p><p>Parry - before an attack is rolled against you, declare to use your hold action for a parry. You make an attack (using any penalties for additional actions used in the round you held) and use the result as your AC for that attack or your regular AC, whichever is higher (similar to the Ride skill).</p><p>... anything else appropriate ...</p><p></p><p>* Remove automatic AoOs, they slow things down too much. Also remove movement AoOs as they make the game so slow and complicated and grid-necessitating</p><p></p><p>[edit] Addendum:</p><p></p><p>Feats that normally allow you to do one more of something allow you to do that without taking an action (and thus not incurring penalties for extra actions). For instance, Rapid Shot grants you an additional missile weapon shot each round. At your prerogitive, you may allow this any time or only when the character only shoots this round. So the +20 fighter with Rapid Shot could shoot three shots in a round each at +20. Four shots would be at +15.</p><p></p><p>Combat Reflexes would grant an additional Hold Action each round that could only be used for an Attack of Opportunity. You may take it multiple times, but only up to your Dex bonus.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1994147, member: 20740"] Allow me finish my thought on this, then. Each character gets two actions per round. Two basic types of actions: those that do not require checks (movement or drawing a weapon for instance) and those that do (attacking). You can perform as many additional actions per round as you would like as long as those actions require checks (2 non-check actions per round is the absolute max). For each action above 2 in a single round, you receive a -5 penalty to all checks. So, you still have more than one attack in a round, but they are all at the same attack bonus, making it much simpler and quicker. In addition, you can make a single, careful, planned strike against a hard to hit target. Fighter +20 attack bonus Attacks four times in a round. For taking four actions that round, he receives a -10 penalty to his actions. So it's +10/+10/+10/+10. If it's something that requires your full +20 to hit anyway, then the other three rolls (+15/+10/+5) in the normal system were pointless to make in the first place. In addition, you can always add some other action to the list, like drawing your sword in the first place. This would be a fifth action, reducing your bonus to +5 for your attacks. You could also buff yourself with a Bull's Strength (if you could cast it somehow) for extra damage, though you'd now be to +0 for your attacks. But you've accomplished a lot this round. DM adjudicates any reasonable limitation he sees fit (No, you can't attack 200 times this round at -970 penalty and still hit an average of 5% of the time). Optionally, you could remove the 20 always succeeds rule when using extra actions as it makes sense. If you need more than a 20 to hit then you probably should be trying real hard to concentrate on getting a good hit in. This simple rule change removes a lot of the complexity in the game as well. Since I've already explained this, I might as well go ahead and explain my parrying idea as well. Any turn you can declare a hold action. This action counts against your actions in the round (giving you a -5 if you go over two) and can be used for any of the following actions: Attack of Opportunity* Receive Charge - cause double damage to charging opponent Parry - before an attack is rolled against you, declare to use your hold action for a parry. You make an attack (using any penalties for additional actions used in the round you held) and use the result as your AC for that attack or your regular AC, whichever is higher (similar to the Ride skill). ... anything else appropriate ... * Remove automatic AoOs, they slow things down too much. Also remove movement AoOs as they make the game so slow and complicated and grid-necessitating [edit] Addendum: Feats that normally allow you to do one more of something allow you to do that without taking an action (and thus not incurring penalties for extra actions). For instance, Rapid Shot grants you an additional missile weapon shot each round. At your prerogitive, you may allow this any time or only when the character only shoots this round. So the +20 fighter with Rapid Shot could shoot three shots in a round each at +20. Four shots would be at +15. Combat Reflexes would grant an additional Hold Action each round that could only be used for an Attack of Opportunity. You may take it multiple times, but only up to your Dex bonus. [/QUOTE]
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