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How would you redo 4e?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8979389" data-attributes="member: 6790260"><p>My problem is...I've never actually seen anything I considered a particularly creative solution. I certainly agree that it <em>calls</em> for one. I just have been profoundly disappointed with every solution I've seen proposed.</p><p></p><p>"Cancellation" stacking is still stacking, and almost as much bookkeeping as just having modifiers directly.</p><p>"One-and-done," as 5e does, leads either to Advantage being too special to use, or (as actually happened) massively over-used and thus often worthless. (And then they went and even broke one-and-done with stuff like Elven Accuracy!)</p><p>I want to say Level Up uses a "roll more dice, take the highest for your bonus" approach, which doesn't actually seem like a meaningful time savings, obviating the main benefit.</p><p></p><p>My preferred solution is to make two separate bonus/penalty tracks. You have Advantage/Disadvantage, which affects the die itself, and you have Boosted/Broken (still looking for better terms there), which is a flat +/- 2. Some things merely give that status (e.g. flanking attacks are Boosted, so a Warlord-style "let an ally make a Boosted attack" at-will doesn't <em>further</em> improve it), but a few can go ~~to infinity and beyond~~ past that, allowing <em>limited and special</em> stacking.</p><p></p><p>E.g.: the rogue is Flanking an orc. Their attack rolls are Boosted. Their Warlord buddy uses the long-rest attack Hammer Into Anvil, which means any ally flanking with the Warlord (and the Warlord flanking with any ally) is Super-Boosted, getting +4 to attacks instead of +2.</p><p></p><p>"Advantage" is for things that are uncertain, but likely to bring out your best performance. "Boosted" is for things that are certain to be helpful, but to a generally lesser degree. Each has value. Getting Disadvantage-with-Boost would be something like "making a trick shot you've practiced to death....but now there's a chaotic cyclone making things worse." Getting Advantage-with-Broken would be something like making a <em>coup de grace</em> with an actually broken weapon, you're likely to perform well but have to overcome the inherent faults of the tool. Within each track, it cancels normally: Disadvantage would turn "Super-Advantage" into just regular Advantage and vice-versa, and exact opposites always cancel.</p><p></p><p>The limitations on stacking static bonuses would mostly apply to combat rolls. Non-combat rolls, such as skill checks, would have looser restrictions on incidental bonuses, to reflect their more varied applications. Those are generally a haggle kind of situation anyway, so hashing out the specific bonuses is expected.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8979389, member: 6790260"] My problem is...I've never actually seen anything I considered a particularly creative solution. I certainly agree that it [I]calls[/I] for one. I just have been profoundly disappointed with every solution I've seen proposed. "Cancellation" stacking is still stacking, and almost as much bookkeeping as just having modifiers directly. "One-and-done," as 5e does, leads either to Advantage being too special to use, or (as actually happened) massively over-used and thus often worthless. (And then they went and even broke one-and-done with stuff like Elven Accuracy!) I want to say Level Up uses a "roll more dice, take the highest for your bonus" approach, which doesn't actually seem like a meaningful time savings, obviating the main benefit. My preferred solution is to make two separate bonus/penalty tracks. You have Advantage/Disadvantage, which affects the die itself, and you have Boosted/Broken (still looking for better terms there), which is a flat +/- 2. Some things merely give that status (e.g. flanking attacks are Boosted, so a Warlord-style "let an ally make a Boosted attack" at-will doesn't [I]further[/I] improve it), but a few can go ~~to infinity and beyond~~ past that, allowing [I]limited and special[/I] stacking. E.g.: the rogue is Flanking an orc. Their attack rolls are Boosted. Their Warlord buddy uses the long-rest attack Hammer Into Anvil, which means any ally flanking with the Warlord (and the Warlord flanking with any ally) is Super-Boosted, getting +4 to attacks instead of +2. "Advantage" is for things that are uncertain, but likely to bring out your best performance. "Boosted" is for things that are certain to be helpful, but to a generally lesser degree. Each has value. Getting Disadvantage-with-Boost would be something like "making a trick shot you've practiced to death....but now there's a chaotic cyclone making things worse." Getting Advantage-with-Broken would be something like making a [I]coup de grace[/I] with an actually broken weapon, you're likely to perform well but have to overcome the inherent faults of the tool. Within each track, it cancels normally: Disadvantage would turn "Super-Advantage" into just regular Advantage and vice-versa, and exact opposites always cancel. The limitations on stacking static bonuses would mostly apply to combat rolls. Non-combat rolls, such as skill checks, would have looser restrictions on incidental bonuses, to reflect their more varied applications. Those are generally a haggle kind of situation anyway, so hashing out the specific bonuses is expected. [/QUOTE]
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