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General Tabletop Discussion
*Pathfinder & Starfinder
How Would You Design Fourth Edition?
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<blockquote data-quote="nem z" data-source="post: 4069957" data-attributes="member: 51847"><p>My 4e?</p><p></p><p><strong>Character Creation:</strong></p><p>Point-buy stats with no middleman terms</p><p>Existing skills consolidated into thematic groups</p><p>Saves, initiative, and BAB (by weapon group) converted into skills</p><p>Skills matched with attributes depending on circumstances, WhiteWolf style</p><p>No classes... all powers/abilities/magic/etc bought as steps on a feat trees</p><p>Races purchased as feats available only at 1st level</p><p>abilities are either at will or resource consuming, never 'timed'.</p><p>Alignment redefined in terms of relative traits</p><p></p><p><strong>Advancement</strong></p><p>XP spent to increase abilities individually</p><p>Level determined by GM as a power cap, not tied to XP totals at all</p><p>Wealth and equipment as an abstracted system</p><p>Magic items become enchanted by use, not direct crafting... 'riddle of steel' logic</p><p></p><p><strong>Combat</strong></p><p>Hex map w/ facing, turning cost, and half-steps to intersections</p><p>Iterative attacks eliminated</p><p>movement=standard action, so players can double attack or double move as desired</p><p>AoO rules simplified</p><p>Grappling (beyond simple 'grab') redefined as a feat tree</p><p>HP replaced with a condition track</p><p>Adaptable terrain w/ stunt potential, larger combat zones</p><p></p><p><strong>Non-Combat Tasks</strong></p><p>Some skills and powers focused on non-combat tasks</p><p>Specific mechanics for non-combat encounters </p><p>Subsystem for dramatic events... see JackelopeKing's D20^A</p></blockquote><p></p>
[QUOTE="nem z, post: 4069957, member: 51847"] My 4e? [B]Character Creation:[/B] Point-buy stats with no middleman terms Existing skills consolidated into thematic groups Saves, initiative, and BAB (by weapon group) converted into skills Skills matched with attributes depending on circumstances, WhiteWolf style No classes... all powers/abilities/magic/etc bought as steps on a feat trees Races purchased as feats available only at 1st level abilities are either at will or resource consuming, never 'timed'. Alignment redefined in terms of relative traits [B]Advancement[/B] XP spent to increase abilities individually Level determined by GM as a power cap, not tied to XP totals at all Wealth and equipment as an abstracted system Magic items become enchanted by use, not direct crafting... 'riddle of steel' logic [B]Combat[/B] Hex map w/ facing, turning cost, and half-steps to intersections Iterative attacks eliminated movement=standard action, so players can double attack or double move as desired AoO rules simplified Grappling (beyond simple 'grab') redefined as a feat tree HP replaced with a condition track Adaptable terrain w/ stunt potential, larger combat zones [B]Non-Combat Tasks[/B] Some skills and powers focused on non-combat tasks Specific mechanics for non-combat encounters Subsystem for dramatic events... see JackelopeKing's D20^A [/QUOTE]
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How Would You Design Fourth Edition?
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