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*Pathfinder & Starfinder
How Would You Design Fourth Edition?
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<blockquote data-quote="Clavis" data-source="post: 4070239" data-attributes="member: 31898"><p>If I was in charge 4th Edition would be a simple core system, based on the d20 idea but strongly class-based with abstract combat, and mostly compatible with previous editions of D&D. Something along the lines of C&C, but with skills, feats, and tactical-style combat available in the core book as <em>optional</em> add ons. I would not hard-code much fluff into the rules, but include optional rules to make the basic flavor more sword & sorcery, high fantasy, or anime-like as desired. I would simplify monsters back to something like what the stat-blocks looked like in Rules Cyclopedia D&D. The most important goals for me would be keeping the basic game simple, but capable of crunchy development, and also trying hard to make it all fit in a single rulebook.</p><p></p><p>Some rules ideas....</p><p></p><p>I would have 7 basic PC races:</p><p>Elves: The Charismatic race (+2 Chr, -1 Con, -1 Wis[they're impulsive])</p><p>Gnomes: The Intelligent Race (+2 Int, -2 Str)</p><p>Dwarves: The Strong Race (+2 Str, -2 Chr)</p><p>Halflings: The Dexterous Race (+2 Dex, -2 Str)</p><p>Reptilians or Serpent People: The Wise Race (+2 Wis, suffer extra damage from cold attacks), worship dragons, able to look like other races.</p><p>Woodwoses (Hairy Wild Men, like Sasquatches, Chewbacca, or Enkidu): The Sturdy Race. (+2 Con, -1 Int, -1 Chr).</p><p>Humans: No bonuses or penalties.</p><p></p><p>6 Basic Classes (which are for adventurers - ordinary people do not have PC classes):</p><p>Warrior: Based on Strength. Dwarves make the best Warriors. Only class with multiple attacks.</p><p>Wizards: Based on Intelligence. Gnomes make the best Wizards. </p><p>Fighting Clerics: Based on Wisdom. Serpent People make the best Fighting Clerics.</p><p>Thieves: Based on Dexterity. Halflings make the best Thieves.</p><p>Barbarians: Based on Constitution. Woodwoses make the best Barbarians.</p><p>Bards: Based on Charisma. Elves make the best Bards.</p><p>Humans are equally good at any class.</p><p></p><p>Other races (1/2 orcs and 1/2 elves) and classes (knights, martial artists, warrior-wizards, etc.) are optional. All class and ability names are as simple and self-explanatory as possible.</p><p></p><p>And shields would finally be able to fully block attacks, just like in real medieval combat!</p></blockquote><p></p>
[QUOTE="Clavis, post: 4070239, member: 31898"] If I was in charge 4th Edition would be a simple core system, based on the d20 idea but strongly class-based with abstract combat, and mostly compatible with previous editions of D&D. Something along the lines of C&C, but with skills, feats, and tactical-style combat available in the core book as [I]optional[/I] add ons. I would not hard-code much fluff into the rules, but include optional rules to make the basic flavor more sword & sorcery, high fantasy, or anime-like as desired. I would simplify monsters back to something like what the stat-blocks looked like in Rules Cyclopedia D&D. The most important goals for me would be keeping the basic game simple, but capable of crunchy development, and also trying hard to make it all fit in a single rulebook. Some rules ideas.... I would have 7 basic PC races: Elves: The Charismatic race (+2 Chr, -1 Con, -1 Wis[they're impulsive]) Gnomes: The Intelligent Race (+2 Int, -2 Str) Dwarves: The Strong Race (+2 Str, -2 Chr) Halflings: The Dexterous Race (+2 Dex, -2 Str) Reptilians or Serpent People: The Wise Race (+2 Wis, suffer extra damage from cold attacks), worship dragons, able to look like other races. Woodwoses (Hairy Wild Men, like Sasquatches, Chewbacca, or Enkidu): The Sturdy Race. (+2 Con, -1 Int, -1 Chr). Humans: No bonuses or penalties. 6 Basic Classes (which are for adventurers - ordinary people do not have PC classes): Warrior: Based on Strength. Dwarves make the best Warriors. Only class with multiple attacks. Wizards: Based on Intelligence. Gnomes make the best Wizards. Fighting Clerics: Based on Wisdom. Serpent People make the best Fighting Clerics. Thieves: Based on Dexterity. Halflings make the best Thieves. Barbarians: Based on Constitution. Woodwoses make the best Barbarians. Bards: Based on Charisma. Elves make the best Bards. Humans are equally good at any class. Other races (1/2 orcs and 1/2 elves) and classes (knights, martial artists, warrior-wizards, etc.) are optional. All class and ability names are as simple and self-explanatory as possible. And shields would finally be able to fully block attacks, just like in real medieval combat! [/QUOTE]
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How Would You Design Fourth Edition?
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