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How would you redo 4e?
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<blockquote data-quote="Blue" data-source="post: 8946386" data-attributes="member: 20564"><p>I'm going to put out a first reply without reading so I'm not biased by what others have written.</p><p></p><p>Redo of 4e:</p><ol> <li data-xf-list-type="ol">Bring in bounded accuracy so we can use a greater range of foes and not have such a linear progression in adventures. This also will tie into needing less than +1 to +6 for items causing them to obsolete quickly.</li> <li data-xf-list-type="ol">Actually, make magic items flavorful - they all have special abilities, and <em>none</em>of them have a PLUS X that's just a math change. Also means you can carry "your grandfather's sword" the entire game.<ol> <li data-xf-list-type="ol">Remove magic item treadmill as part of character advancement math. (Also see Bounded Accuracy above.)</li> </ol></li> <li data-xf-list-type="ol">Correct the math on skill challenges, normalize them as a regular task resolution system that should come up several times a session to strengthen non-combat pillars mechanically.</li> <li data-xf-list-type="ol">Have a whole set of powers for out of combat. I'm even fine with picking a "non-combat" class or <em>role</em>that provides them. Heck, pick a power source, and then a combat class, a social class and a discovery class that goes with it. "I'm playing a ranger-folk hero-scout, and my friend is playing a wizard-noble-archeologist".<ol> <li data-xf-list-type="ol">Separate out combat and utility powers. It's like the myth that because fighters get more feats they should be well rounded outside combat because of all the non-combat feats, when the majority of them take combat-focused feats.</li> </ol></li> <li data-xf-list-type="ol">Standardize powers within a class more. With combats wonderfully dynamic things can change a lot and planning before your turn may no longer be valid. But having to read though a dozen powers to check AoE range and stuff to see what's best is time consuming Plus we all have played with people having choice paralysis. That really slowed down games I was in in mid-Paragon and definitely in Epic.</li> <li data-xf-list-type="ol">Love the concept of minions, but the implementation seemed a bit off. Take the mook concept from 13th Age (written by the lead designer of 4e) which is the next iteration - they have a HPs, just add them together into a pool, and for each set of HPs one dies. So a striker might kill several minions with one attack, and they don't ignore AoE damage on saves, etc.</li> <li data-xf-list-type="ol">Reduce the gap between the roles so they aren't "required". For example combat shouldn't grind often if the party doesn't have a striker.</li> </ol><p>There's so much good in the system that some tweaks can really make it shine.</p></blockquote><p></p>
[QUOTE="Blue, post: 8946386, member: 20564"] I'm going to put out a first reply without reading so I'm not biased by what others have written. Redo of 4e: [LIST=1] [*]Bring in bounded accuracy so we can use a greater range of foes and not have such a linear progression in adventures. This also will tie into needing less than +1 to +6 for items causing them to obsolete quickly. [*]Actually, make magic items flavorful - they all have special abilities, and [I]none[/I]of them have a PLUS X that's just a math change. Also means you can carry "your grandfather's sword" the entire game. [LIST=1] [*]Remove magic item treadmill as part of character advancement math. (Also see Bounded Accuracy above.) [/LIST] [*]Correct the math on skill challenges, normalize them as a regular task resolution system that should come up several times a session to strengthen non-combat pillars mechanically. [*]Have a whole set of powers for out of combat. I'm even fine with picking a "non-combat" class or [I]role[/I]that provides them. Heck, pick a power source, and then a combat class, a social class and a discovery class that goes with it. "I'm playing a ranger-folk hero-scout, and my friend is playing a wizard-noble-archeologist". [LIST=1] [*]Separate out combat and utility powers. It's like the myth that because fighters get more feats they should be well rounded outside combat because of all the non-combat feats, when the majority of them take combat-focused feats. [/LIST] [*]Standardize powers within a class more. With combats wonderfully dynamic things can change a lot and planning before your turn may no longer be valid. But having to read though a dozen powers to check AoE range and stuff to see what's best is time consuming Plus we all have played with people having choice paralysis. That really slowed down games I was in in mid-Paragon and definitely in Epic. [*]Love the concept of minions, but the implementation seemed a bit off. Take the mook concept from 13th Age (written by the lead designer of 4e) which is the next iteration - they have a HPs, just add them together into a pool, and for each set of HPs one dies. So a striker might kill several minions with one attack, and they don't ignore AoE damage on saves, etc. [*]Reduce the gap between the roles so they aren't "required". For example combat shouldn't grind often if the party doesn't have a striker. [/LIST] There's so much good in the system that some tweaks can really make it shine. [/QUOTE]
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