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How would you redo 4e?
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<blockquote data-quote="NotAYakk" data-source="post: 8953784" data-attributes="member: 72555"><p>1. Merge Race and Background and Theme into one thing. Your Heritage or whatever.</p><p></p><p>This grants abilities over the first 10 levels of your character progression.</p><p></p><p>2. Reduce feat count. 1 relatively free customization option every 2 levels is too much, and it leads to an optimization problem by late game.</p><p></p><p>3. Presumed competence. If you are a level 12 fighter, you are presumed competent at fighting. Your attack bonus is +6, and <strong>not</strong> tied to your character's strength or whatever. The side effect is that we no longer need to keep nearly as close control over attribute bonuses.</p><p></p><p>Magic weapons also don't add to accuracy. Probably do the same thing to defences.</p><p></p><p>I'd revive the "saving throw" where you use an attribute check to defend against an effect. So a Strength Saving Throw defends against a Fortitude attack. But they are going to be reactions, and not automatic; your Reflex is your defence, your Dexterity Saving Throw is you doing something extra. These are going to be limited use powers.</p><p></p><p>As an example:</p><p><strong>Evasion:</strong> You gain an at-will Dexterity Saving Throw against Reflex attacks that deal half damage on a miss. If the saving throw fails, you only take half damage; and if it succeeds, you take no damage.</p><p></p><p>(This is a major class feature).</p><p></p><p>Or a per-encounter <strong>Shield Block</strong> Strength Saving Throw that requires a shield power.</p><p></p><p>These saving throws normalize the "react to enemy attacks" stuff in 4e into a single mechanic.</p><p></p><p>4. Deal with the multi-tap problem. 4e has a problem with a bunch of static bonuses added to low damage dice attacks that you do repeatedly ends up out damaging high damage dice attacks by a large margin. I think the easiest is to add a bunch of "once per turn per target" to static damage bonuses, but maybe another method could work.</p><p></p><p>5. Repace the game so that an even-level foe at all levels drops in about 3 attacks, or as low as 1.5 if you are a striker (a striker crit should one-shot a non-elite foe at all levels of the game).</p><p></p><p>6. Make power sources matter more. Give them mechanical heft and impact. As an example:</p><p></p><ul> <li data-xf-list-type="ul">Martial Exploits <strong>all</strong> either start a stance, or let you end a stance for a bonus.</li> <li data-xf-list-type="ul">Arcane Spells, if cast over 2 turns, have more than twice the power level.</li> <li data-xf-list-type="ul">Divine Prayers have an effect that goes off at the top of initiative on the next round. (The power comes from outside of you, you just call it down), often in addition to an immediate effect. Your god has an infinitely high initiative roll.</li> <li data-xf-list-type="ul">Primal Powers all use blood points. There are baseline ways to get blood points, such as becoming bloodied or bloodying a foe.</li> <li data-xf-list-type="ul">Psionic Disciplines have keywords, and 3 keyword phrases name an effect. Use a power with keyword Geo, Na on turn 2, then do Foo to get a bonus Geo Na Foo effect on turn 3.</li> </ul><p></p><p>7. Don't punt with class features. Controllers need class features that make them better controllers.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8953784, member: 72555"] 1. Merge Race and Background and Theme into one thing. Your Heritage or whatever. This grants abilities over the first 10 levels of your character progression. 2. Reduce feat count. 1 relatively free customization option every 2 levels is too much, and it leads to an optimization problem by late game. 3. Presumed competence. If you are a level 12 fighter, you are presumed competent at fighting. Your attack bonus is +6, and [b]not[/b] tied to your character's strength or whatever. The side effect is that we no longer need to keep nearly as close control over attribute bonuses. Magic weapons also don't add to accuracy. Probably do the same thing to defences. I'd revive the "saving throw" where you use an attribute check to defend against an effect. So a Strength Saving Throw defends against a Fortitude attack. But they are going to be reactions, and not automatic; your Reflex is your defence, your Dexterity Saving Throw is you doing something extra. These are going to be limited use powers. As an example: [b]Evasion:[/b] You gain an at-will Dexterity Saving Throw against Reflex attacks that deal half damage on a miss. If the saving throw fails, you only take half damage; and if it succeeds, you take no damage. (This is a major class feature). Or a per-encounter [b]Shield Block[/b] Strength Saving Throw that requires a shield power. These saving throws normalize the "react to enemy attacks" stuff in 4e into a single mechanic. 4. Deal with the multi-tap problem. 4e has a problem with a bunch of static bonuses added to low damage dice attacks that you do repeatedly ends up out damaging high damage dice attacks by a large margin. I think the easiest is to add a bunch of "once per turn per target" to static damage bonuses, but maybe another method could work. 5. Repace the game so that an even-level foe at all levels drops in about 3 attacks, or as low as 1.5 if you are a striker (a striker crit should one-shot a non-elite foe at all levels of the game). 6. Make power sources matter more. Give them mechanical heft and impact. As an example: [LIST] [*]Martial Exploits [b]all[/b] either start a stance, or let you end a stance for a bonus. [*]Arcane Spells, if cast over 2 turns, have more than twice the power level. [*]Divine Prayers have an effect that goes off at the top of initiative on the next round. (The power comes from outside of you, you just call it down), often in addition to an immediate effect. Your god has an infinitely high initiative roll. [*]Primal Powers all use blood points. There are baseline ways to get blood points, such as becoming bloodied or bloodying a foe. [*]Psionic Disciplines have keywords, and 3 keyword phrases name an effect. Use a power with keyword Geo, Na on turn 2, then do Foo to get a bonus Geo Na Foo effect on turn 3. [/LIST] 7. Don't punt with class features. Controllers need class features that make them better controllers. [/QUOTE]
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