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How Would You Design Fourth Edition?
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<blockquote data-quote="Greg K" data-source="post: 4072717" data-attributes="member: 5038"><p>I'd start by embracing the current OGL and d20 licenses and looking at third party rules supplements I'd also draw from some of WOTC's existing products. My big changes would be changing the class mechanics to be talents/feats, replacing the current arcane magic with a skill/feat system (Elements of Magic), adding a skill/feat Psychic system (Psychic's Handbook, and a new magic item creation system (Artificer's Handbook) </p><p></p><p>1. General</p><p>a. Fewer Absolutes as per Sean K. Reynolds web articles</p><p>b. Slower Leveling</p><p>c. No level draining</p><p>d. No XP cost for casting spells or creating items. XP would be soley for determing when a character levels.</p><p>e. hexes replace squares bases for those using maps</p><p>f. Remove Great Wheel from Core (reintroduce it for a Greyhawk supplement)</p><p></p><p>g. The only NPC classes would be commoner, craftsman, merchant, performer, professional, and scholar. Adepts would be low level spellcasters of the appropriate class type or an NPC class with a feat to cast minor spells or wild talent to use psychic abillities. Warriors would be low level fighters. </p><p> </p><p>h. Quick NPC generation mechanics for the DM (based on Spycraft or HeapThamaturgist d20 adapation).</p><p></p><p>2. Races: </p><p>a. keep the 3e races</p><p>b. Remove non-biological aspects from the races.</p><p>c. add lizard man</p><p>d. half (race) becomes a feat for humans that is only available at level 1.</p><p></p><p>3. Introduce cultural packages for different environmennts that provide some bonus skill ranks in skills(think Rolemaster or HARP adolescence) plus a regional feat or two and/or other abilities like heat tolerance, cold tolerance. or disease tolerance. The idea is that a cultural package could be added to any race either by the DM to develop cultures for their world or by players (if the DM approves). This also allows for easy determination of abilities for a member of a race growing up in a culture different from the one that is standard for their race in a given campaign. </p><p></p><p>4. Introduce Backgrounds/professions. They would be similar to d20 occupations, but like some of the feats in AEG's Swashbuckling Adventures would grant a few additional class skills and ranks to split between them. </p><p></p><p>5. Classes-general</p><p>a. classes would grant talents and bonus feats simliar to d20Modern</p><p></p><p>b.remove automatic armor and weapon proficiencies from classes. They would become feat choices</p><p></p><p>c. a first level, a character recieves additional bonus feats based upon their class. These bonus feats need to be spent on a list of class feats or general feats. These bonus feats would represent the characters initial period of training. A character multiclassing into a new class does not receive these additional bonus feats just a single feat or talent .</p><p></p><p>d. a character's initial class gives one time saving throw bonuses. </p><p>e. nerf the spellcasters so that they are balanced with other characters at higher level.</p><p></p><p>f. take several existing class variants from UA and a few other sources and duplicate them to demonstrate how to recreate standard fantasy archetypes.</p><p></p><p>6. New Classes</p><p>Knight: based upon Hong's Knight varint of the OA Samurai</p><p>Martial Artist</p><p>Noble: based on Green Ronin's Noble's Handbook</p><p>Psychic: based on Green Ronin's Psychic's Handbook</p><p>Shaman: based on Green Ronin's Shaman's Handbook</p><p>Warrior Mage: based on AEG's Myrmidon from Mercenaries</p><p>Witch: based on Green Ronin's Witch's Handbook</p><p></p><p>7. Hit Points: </p><p>a. more hit points at first level </p><p>b. The amount is set or smaller increases (e.g. no con bonus after first level). Luck and combat ability can be simulated with action points, class based defense, fighting defensively, and feats</p><p></p><p>8. action points.</p><p></p><p>9. Skills</p><p>a. minmum of 4+Int skill points per level </p><p>b. Get rid of Use Rope</p><p>c. add a few more knowledge skills</p><p>d. Change Knowledge (local) to Knowledge (Cultures). </p><p>e, introduce expanded skills from various products</p><p></p><p></p><p>10. Feats</p><p>a. Remove Natural Spell and improved unarmed strike</p><p>b. add the Brawl, Combat MA and Defensive MA feat trees from d20 Modern</p><p>c. add several of the divine feats</p><p>d. add tactical feats</p><p>e. add weapon style feats</p><p>f. add the wild cohort feat from the WOTC website</p><p>g. add weapon group feats per Unearthed Arcana (but actually use the PO: Combat and Tactics weapon groups)</p><p>h. grab various other feats from various products</p><p>i. bard lore, rage, sneak attack, turn undead become feats (or possibly talents)</p><p></p><p>11.Combat</p><p>a. add class defense bonuses.</p><p>b. armor as dr</p><p>c.combat maneuvers per Book of Iron Might (Malhavoc)</p><p>d. A damage track with penalties at 1/2 and 1/4 hit points</p><p>e. No negative hit points. Instead, use the death and dying rules from Unearthed Arcana.</p><p>f. some feats become maneuvers. </p><p>g. multiple attacks for classes would be available to fighter types only based on level in the class. Other classes would have to acquire via feats.</p><p></p><p>12. Equipment:</p><p>- no spiked chains, urgosh's, etc. in the core rules.</p><p>- remove tanglefoot bags, sunrods, etc. from the core rules</p><p>- remove halfling riding dog's from the core rules</p><p>- add several types of armor like bone, cord, leather scale, etc.</p><p>- add several weapons including atatls, boomerangs, cutlass, bolas, garrotes, harpoons, staff-sling and various polearms</p><p></p><p>13. Psionics: would be skill and feat and based off of the Psychic's Handbook (Green Ronin)</p><p></p><p>14. Magic: </p><p>a. Arcane: base it off of Elements of Magic: Mythic Earth or Elements of Magic: Revised (Both from EN Publishing)</p><p>b. Divine casters would use spontaneous divine casting and spells would be called prayers. Prayers would be more closely tied to the deity's domains.</p><p>c. Introduce Ritual Magic (Relics and Rituals). </p><p>d. Revise Domains</p><p>e. ditch law chaos based spells, rope trick, </p><p>f. teleporation, summon monsters, raise dead, resurrection, etc, become rituals </p><p>g, change spells that have reduced or no effect because of target's level/hit die to staged effects based on the degree of the saving throw failure. A natural 1 is no longer an automatic failrue.</p><p>h. change save or die spells to damage spells or staged effects based on degree of the save failure.</p><p>i. healing magic would not be positive energy, but from a deity</p><p></p><p>15. Magic Items</p><p>a. Get rid of the Christmas Tree effect.</p><p>b. Get rid of XP costs</p><p>c. Item Creation. Probably use the Artificer's Handbook as a guide.</p><p></p><p>15. Miscellaneous</p><p>a. change turn undead to keep keep at bay or drive off rather than destroy. </p><p>b. add chase mechanics based upon the Hot Pursuit books.</p></blockquote><p></p>
[QUOTE="Greg K, post: 4072717, member: 5038"] I'd start by embracing the current OGL and d20 licenses and looking at third party rules supplements I'd also draw from some of WOTC's existing products. My big changes would be changing the class mechanics to be talents/feats, replacing the current arcane magic with a skill/feat system (Elements of Magic), adding a skill/feat Psychic system (Psychic's Handbook, and a new magic item creation system (Artificer's Handbook) 1. General a. Fewer Absolutes as per Sean K. Reynolds web articles b. Slower Leveling c. No level draining d. No XP cost for casting spells or creating items. XP would be soley for determing when a character levels. e. hexes replace squares bases for those using maps f. Remove Great Wheel from Core (reintroduce it for a Greyhawk supplement) g. The only NPC classes would be commoner, craftsman, merchant, performer, professional, and scholar. Adepts would be low level spellcasters of the appropriate class type or an NPC class with a feat to cast minor spells or wild talent to use psychic abillities. Warriors would be low level fighters. h. Quick NPC generation mechanics for the DM (based on Spycraft or HeapThamaturgist d20 adapation). 2. Races: a. keep the 3e races b. Remove non-biological aspects from the races. c. add lizard man d. half (race) becomes a feat for humans that is only available at level 1. 3. Introduce cultural packages for different environmennts that provide some bonus skill ranks in skills(think Rolemaster or HARP adolescence) plus a regional feat or two and/or other abilities like heat tolerance, cold tolerance. or disease tolerance. The idea is that a cultural package could be added to any race either by the DM to develop cultures for their world or by players (if the DM approves). This also allows for easy determination of abilities for a member of a race growing up in a culture different from the one that is standard for their race in a given campaign. 4. Introduce Backgrounds/professions. They would be similar to d20 occupations, but like some of the feats in AEG's Swashbuckling Adventures would grant a few additional class skills and ranks to split between them. 5. Classes-general a. classes would grant talents and bonus feats simliar to d20Modern b.remove automatic armor and weapon proficiencies from classes. They would become feat choices c. a first level, a character recieves additional bonus feats based upon their class. These bonus feats need to be spent on a list of class feats or general feats. These bonus feats would represent the characters initial period of training. A character multiclassing into a new class does not receive these additional bonus feats just a single feat or talent . d. a character's initial class gives one time saving throw bonuses. e. nerf the spellcasters so that they are balanced with other characters at higher level. f. take several existing class variants from UA and a few other sources and duplicate them to demonstrate how to recreate standard fantasy archetypes. 6. New Classes Knight: based upon Hong's Knight varint of the OA Samurai Martial Artist Noble: based on Green Ronin's Noble's Handbook Psychic: based on Green Ronin's Psychic's Handbook Shaman: based on Green Ronin's Shaman's Handbook Warrior Mage: based on AEG's Myrmidon from Mercenaries Witch: based on Green Ronin's Witch's Handbook 7. Hit Points: a. more hit points at first level b. The amount is set or smaller increases (e.g. no con bonus after first level). Luck and combat ability can be simulated with action points, class based defense, fighting defensively, and feats 8. action points. 9. Skills a. minmum of 4+Int skill points per level b. Get rid of Use Rope c. add a few more knowledge skills d. Change Knowledge (local) to Knowledge (Cultures). e, introduce expanded skills from various products 10. Feats a. Remove Natural Spell and improved unarmed strike b. add the Brawl, Combat MA and Defensive MA feat trees from d20 Modern c. add several of the divine feats d. add tactical feats e. add weapon style feats f. add the wild cohort feat from the WOTC website g. add weapon group feats per Unearthed Arcana (but actually use the PO: Combat and Tactics weapon groups) h. grab various other feats from various products i. bard lore, rage, sneak attack, turn undead become feats (or possibly talents) 11.Combat a. add class defense bonuses. b. armor as dr c.combat maneuvers per Book of Iron Might (Malhavoc) d. A damage track with penalties at 1/2 and 1/4 hit points e. No negative hit points. Instead, use the death and dying rules from Unearthed Arcana. f. some feats become maneuvers. g. multiple attacks for classes would be available to fighter types only based on level in the class. Other classes would have to acquire via feats. 12. Equipment: - no spiked chains, urgosh's, etc. in the core rules. - remove tanglefoot bags, sunrods, etc. from the core rules - remove halfling riding dog's from the core rules - add several types of armor like bone, cord, leather scale, etc. - add several weapons including atatls, boomerangs, cutlass, bolas, garrotes, harpoons, staff-sling and various polearms 13. Psionics: would be skill and feat and based off of the Psychic's Handbook (Green Ronin) 14. Magic: a. Arcane: base it off of Elements of Magic: Mythic Earth or Elements of Magic: Revised (Both from EN Publishing) b. Divine casters would use spontaneous divine casting and spells would be called prayers. Prayers would be more closely tied to the deity's domains. c. Introduce Ritual Magic (Relics and Rituals). d. Revise Domains e. ditch law chaos based spells, rope trick, f. teleporation, summon monsters, raise dead, resurrection, etc, become rituals g, change spells that have reduced or no effect because of target's level/hit die to staged effects based on the degree of the saving throw failure. A natural 1 is no longer an automatic failrue. h. change save or die spells to damage spells or staged effects based on degree of the save failure. i. healing magic would not be positive energy, but from a deity 15. Magic Items a. Get rid of the Christmas Tree effect. b. Get rid of XP costs c. Item Creation. Probably use the Artificer's Handbook as a guide. 15. Miscellaneous a. change turn undead to keep keep at bay or drive off rather than destroy. b. add chase mechanics based upon the Hot Pursuit books. 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