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General Tabletop Discussion
*Pathfinder & Starfinder
How Would You Design Fourth Edition?
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<blockquote data-quote="WheresMyD20" data-source="post: 4073917" data-attributes="member: 60772"><p>Ok, in the spirit of your thread, here's what I would do if I was in charge and I wanted to make the game I'd want to play and/or DM:</p><p></p><p>1. The most important change: Ditch the grid and minis. This is an RPG, not a boardgame. It's ok to have some optional rules for minis, but the rules shouldn't be written as if they are expected. IMO, the minis-and-grid system slows down play dramatically.</p><p></p><p>2. Simplfy the skill system. IMO, the 3e skill system is broken. The SWSE skill system seems much better.</p><p></p><p>3. Get rid of feats and limit character customization. The more you allow characters to be customized, the harder they are to balance. The game should emphasize adventuring and playability, not character engineering.</p><p></p><p>4. Start with the big 4 classes: fighter, cleric, rogue, and wizard; and the big 4 races: human, elf, dwarf, halfling. Think long and hard before adding to these. If you need to add classes, consider making them variants, i.e. the paladin would be a variant fighter with a couple of small tweaks.</p><p></p><p>5. Bring back the pre-3e character power curve: characters gain less power per level after level 10 or so, and very little power per level after level 20. IMO, high-level play was smoother under the pre-3e editions.</p><p></p><p>6. Ditch Vancian spellcasting. Give casters fewer spells per day and make all their spellcasting spontaneous. Give them some minor at-will magical powers (detect magic, ray of frost, etc.) to supplement their spells.</p><p></p><p>7. No splatbooks. Rule upgrades should be rare and well-playtested.</p><p></p><p>8. BECMI-style art.</p><p></p><p>9. One core book like the Rules Cyclopedia. It should be setting-neutral.</p><p></p><p>This would be where I would start. If 4e actually did all of these things, it probably wouldn't make enough money. However, 4e is actually doing some of the things I want, like 2 & 6, which is nice. My biggest fear is that 4e is putting profitability above playability. We'll see once the rules actually come out...</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 4073917, member: 60772"] Ok, in the spirit of your thread, here's what I would do if I was in charge and I wanted to make the game I'd want to play and/or DM: 1. The most important change: Ditch the grid and minis. This is an RPG, not a boardgame. It's ok to have some optional rules for minis, but the rules shouldn't be written as if they are expected. IMO, the minis-and-grid system slows down play dramatically. 2. Simplfy the skill system. IMO, the 3e skill system is broken. The SWSE skill system seems much better. 3. Get rid of feats and limit character customization. The more you allow characters to be customized, the harder they are to balance. The game should emphasize adventuring and playability, not character engineering. 4. Start with the big 4 classes: fighter, cleric, rogue, and wizard; and the big 4 races: human, elf, dwarf, halfling. Think long and hard before adding to these. If you need to add classes, consider making them variants, i.e. the paladin would be a variant fighter with a couple of small tweaks. 5. Bring back the pre-3e character power curve: characters gain less power per level after level 10 or so, and very little power per level after level 20. IMO, high-level play was smoother under the pre-3e editions. 6. Ditch Vancian spellcasting. Give casters fewer spells per day and make all their spellcasting spontaneous. Give them some minor at-will magical powers (detect magic, ray of frost, etc.) to supplement their spells. 7. No splatbooks. Rule upgrades should be rare and well-playtested. 8. BECMI-style art. 9. One core book like the Rules Cyclopedia. It should be setting-neutral. This would be where I would start. If 4e actually did all of these things, it probably wouldn't make enough money. However, 4e is actually doing some of the things I want, like 2 & 6, which is nice. My biggest fear is that 4e is putting profitability above playability. We'll see once the rules actually come out... [/QUOTE]
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How Would You Design Fourth Edition?
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