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How would you redo 4e?
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<blockquote data-quote="Kannik" data-source="post: 8954100" data-attributes="member: 984"><p>For sure... again, it's how it was handled in early editions. If you described your character as coming from a family of builders, who helped create the church in the local city, and if your DM was willing to let that that mean something, then you could riff on that for both narrative and mechanical benefit. Of course, that was true of nearly EVERY skill in the game at that time -- which, while flexible and expansive could also have its perils. </p><p></p><p>To which is why I liked the middle ground, creating at least a touchpoint for a character's background/professional skills that could be folded into the mechanics of both skill checks and skill challenges.</p><p></p><p></p><p></p><p>I very much was delighted to see the skill list in 4e, with its consolidation of many of the unnecessarily separated, granular, or hyper-specific skills into skills with broad applications. Appraisal into something else, and into multiple something elses, so nice. Stealth instead of Move Silently/Hide in Shadows, finally! Dungeoneering as a skill, cool! </p><p></p><p>And, I think this needs a special call out, detect magic as a trained use of Arcana? Excellent!</p><p></p><p>For a revisit of 4e, I'd consolidate further, such as merging Acrobatics and Athletics into a single skill, as well as Diplomacy and Intimidate into a single Influence skill, place Bluff and Thievery under Scoundrel, maybe add another broad skill or two, and absolutely 100% decouple specific attributes from specific skills to allow the proper calling of the what (skill) and the governing how (attribute). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Seconded! The MC feats were a nice way of doing it, though I would have gotten rid of the feats required to get powers from the MCed class -- just let the player pick 1 of each so long as they have an equal or more number from their primary class. I too would then create follow-up feats that granted more abilities. </p><p></p><p>(I also am a fan of Hybrids -- some of the most amazing character concepts and fun on both sides of the screen came from those.)</p><p></p><p></p><p>I totally love this... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Kannik, post: 8954100, member: 984"] For sure... again, it's how it was handled in early editions. If you described your character as coming from a family of builders, who helped create the church in the local city, and if your DM was willing to let that that mean something, then you could riff on that for both narrative and mechanical benefit. Of course, that was true of nearly EVERY skill in the game at that time -- which, while flexible and expansive could also have its perils. To which is why I liked the middle ground, creating at least a touchpoint for a character's background/professional skills that could be folded into the mechanics of both skill checks and skill challenges. I very much was delighted to see the skill list in 4e, with its consolidation of many of the unnecessarily separated, granular, or hyper-specific skills into skills with broad applications. Appraisal into something else, and into multiple something elses, so nice. Stealth instead of Move Silently/Hide in Shadows, finally! Dungeoneering as a skill, cool! And, I think this needs a special call out, detect magic as a trained use of Arcana? Excellent! For a revisit of 4e, I'd consolidate further, such as merging Acrobatics and Athletics into a single skill, as well as Diplomacy and Intimidate into a single Influence skill, place Bluff and Thievery under Scoundrel, maybe add another broad skill or two, and absolutely 100% decouple specific attributes from specific skills to allow the proper calling of the what (skill) and the governing how (attribute). :) Seconded! The MC feats were a nice way of doing it, though I would have gotten rid of the feats required to get powers from the MCed class -- just let the player pick 1 of each so long as they have an equal or more number from their primary class. I too would then create follow-up feats that granted more abilities. (I also am a fan of Hybrids -- some of the most amazing character concepts and fun on both sides of the screen came from those.) I totally love this... :D [/QUOTE]
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