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*Pathfinder & Starfinder
How Would You Design Fourth Edition?
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<blockquote data-quote="Darrin Drader" data-source="post: 4070370" data-attributes="member: 7394"><p>Many of the changes I would make would be on the back end to make designing stuff like monsters and NPCs less tedious.</p><p></p><p>- Stats are point buy and you choose your modifiers. 3-18 would be dead because other than character generation, those numbers are pretty meaningless.</p><p></p><p>- Same core races as 3E.</p><p></p><p>- Class features are all gone completely as are prestige classes. The path you take is determined by the feats you choose, not by an archetype. You would start with 4 feats and then you would get 1 feat per level after that.</p><p></p><p>- Psionics would be core.</p><p></p><p>- Epic would be core, but it would be vastly different. The problem with epic as written is that it doesn't recognize the truth of diminishing returns. The fact is that people generally hit a certain point in skill at which point they're at a plateau. You would not suddenly start getting gonzo powers once you've hit an arbitrary point. In fact, you would really slow down to the point where advancement would be barely noticeable from level to level.</p><p></p><p>- Power progression would be slowed way down to the point where you wouldn't hit whatever is passing for "epic" until around level 40 or 50. </p><p></p><p>- Designing monsters would be easier. You would simply design the monster the way you want it rather than having to conform to a bunch of rules on the back end. Variable hit dice and saving throws would not be based on type, but rather creature concept.</p><p></p><p>- Death and dying would be replaced by a system that holds up better at higher levels. The one Monte came up with in the Book of Experimental Might would be a good candidate.</p><p></p><p>- Attacks of opportunity would only be triggered by moving in a foolish way, or taking an action that disengages you from combat, such as drinking a potion. It would not be the balance for every special attack in the PHB.</p><p></p><p>- Grappling would be greatly simplified.</p><p></p><p>- The implied setting would be fully developed in an optional 4th core rulebook.</p><p></p><p>- Care would be taken to make all feats for nonmagical classes as realistic as possible so as to bring the game back in line as a "simulation" rather than a "game."</p><p></p><p>- Magic items would not be a factor in advancement. Rather, guidelines would be given on how to adjust challenges based on the amount of magic carried by the party members.</p><p></p><p>That's all off the top of my head, but I'm sure there are more I'm just not thinking of right now.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4070370, member: 7394"] Many of the changes I would make would be on the back end to make designing stuff like monsters and NPCs less tedious. - Stats are point buy and you choose your modifiers. 3-18 would be dead because other than character generation, those numbers are pretty meaningless. - Same core races as 3E. - Class features are all gone completely as are prestige classes. The path you take is determined by the feats you choose, not by an archetype. You would start with 4 feats and then you would get 1 feat per level after that. - Psionics would be core. - Epic would be core, but it would be vastly different. The problem with epic as written is that it doesn't recognize the truth of diminishing returns. The fact is that people generally hit a certain point in skill at which point they're at a plateau. You would not suddenly start getting gonzo powers once you've hit an arbitrary point. In fact, you would really slow down to the point where advancement would be barely noticeable from level to level. - Power progression would be slowed way down to the point where you wouldn't hit whatever is passing for "epic" until around level 40 or 50. - Designing monsters would be easier. You would simply design the monster the way you want it rather than having to conform to a bunch of rules on the back end. Variable hit dice and saving throws would not be based on type, but rather creature concept. - Death and dying would be replaced by a system that holds up better at higher levels. The one Monte came up with in the Book of Experimental Might would be a good candidate. - Attacks of opportunity would only be triggered by moving in a foolish way, or taking an action that disengages you from combat, such as drinking a potion. It would not be the balance for every special attack in the PHB. - Grappling would be greatly simplified. - The implied setting would be fully developed in an optional 4th core rulebook. - Care would be taken to make all feats for nonmagical classes as realistic as possible so as to bring the game back in line as a "simulation" rather than a "game." - Magic items would not be a factor in advancement. Rather, guidelines would be given on how to adjust challenges based on the amount of magic carried by the party members. That's all off the top of my head, but I'm sure there are more I'm just not thinking of right now. [/QUOTE]
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