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How would you redo 4e?
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<blockquote data-quote="Undrave" data-source="post: 8954918" data-attributes="member: 7015698"><p>I went to look yesterday and I completely forgot they added more MC feat in the Power books. They add more feature and add more skill training, but I don't know if you could stack them. And you had the power swap feats. </p><p></p><p>I had completely forgot about Paragon MC, I was just thinking of qualifying for Paragon Paths. Maybe 1 MC feat and 1 Power Swap feat should be enough?</p><p></p><p>Clearly, a guy who solves combat with pure strength would be used to just pushing through opposition with pure bullheadedness. Someone who uses agility and acrobatic stuff would need a certain amount of spatial awareness and be used to go AROUND stuff and be flexible.</p><p></p><p>I think the problem is the swap feat are kinda boring. I think each class should have its own bespoke swap feats that give a little extra.Even if its just additional skill training. </p><p></p><p>Yeah it'd be easier to build a whole power point system from scratch than turn 4e into one.</p><p></p><p>Naaah... I think classes having a single MAIN role with room for secondary roles, it makes for a more solid design because you have 1 clear goal in mind. When you read that first half page of a class description you know EXACTLY what the class is trying to accomplish. Trying to do everything results in a 5e Monk that doesn't do anything well. Maybe once you got a few years experience you can branch out, but at the start you gotta stay focus.</p><p></p><p>I agree that it's a problem. I think I would rather have powers improve with level than always have completely new power. I think a built-in scaling would be better, possibly with extra uses instead, and it's always why I suggested cutting the main class at level 10 and having the Paragon Path be the source of additional power past level 11 and the Epic destiny past 21. </p><p></p><p>Hmm... Minions only, no damage roll, once you get hit three times lose 1 Healing Surge. Maybe a simplified play field with 'close combat' and 'long range' zones? Someone spends a daily and the whole thing is done instantly? </p><p></p><p>I'm with you, I don't think I would cut classes completely. Except maybe the Runepriest because I'm not sure what it exactly brings. I'd rework the Seeker (possibly changing its name) because a Primal ranged weapon specialist could have an interesting niche. I'd also rework the Battlemind because it feels like the most bland of the Psionic class and the most 'grid-filling' class in the game. </p><p></p><p>In terms of Essential I know I would fold the Slayer into the Ranger to keep the Fighter purely defender. And I'd probably try to structure the Vampire in a way that would guide more 'Monster as Class' in the future.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8954918, member: 7015698"] I went to look yesterday and I completely forgot they added more MC feat in the Power books. They add more feature and add more skill training, but I don't know if you could stack them. And you had the power swap feats. I had completely forgot about Paragon MC, I was just thinking of qualifying for Paragon Paths. Maybe 1 MC feat and 1 Power Swap feat should be enough? Clearly, a guy who solves combat with pure strength would be used to just pushing through opposition with pure bullheadedness. Someone who uses agility and acrobatic stuff would need a certain amount of spatial awareness and be used to go AROUND stuff and be flexible. I think the problem is the swap feat are kinda boring. I think each class should have its own bespoke swap feats that give a little extra.Even if its just additional skill training. Yeah it'd be easier to build a whole power point system from scratch than turn 4e into one. Naaah... I think classes having a single MAIN role with room for secondary roles, it makes for a more solid design because you have 1 clear goal in mind. When you read that first half page of a class description you know EXACTLY what the class is trying to accomplish. Trying to do everything results in a 5e Monk that doesn't do anything well. Maybe once you got a few years experience you can branch out, but at the start you gotta stay focus. I agree that it's a problem. I think I would rather have powers improve with level than always have completely new power. I think a built-in scaling would be better, possibly with extra uses instead, and it's always why I suggested cutting the main class at level 10 and having the Paragon Path be the source of additional power past level 11 and the Epic destiny past 21. Hmm... Minions only, no damage roll, once you get hit three times lose 1 Healing Surge. Maybe a simplified play field with 'close combat' and 'long range' zones? Someone spends a daily and the whole thing is done instantly? I'm with you, I don't think I would cut classes completely. Except maybe the Runepriest because I'm not sure what it exactly brings. I'd rework the Seeker (possibly changing its name) because a Primal ranged weapon specialist could have an interesting niche. I'd also rework the Battlemind because it feels like the most bland of the Psionic class and the most 'grid-filling' class in the game. In terms of Essential I know I would fold the Slayer into the Ranger to keep the Fighter purely defender. And I'd probably try to structure the Vampire in a way that would guide more 'Monster as Class' in the future. [/QUOTE]
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