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How would you redo 4e?
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<blockquote data-quote="Kalmi" data-source="post: 8983403" data-attributes="member: 7040713"><p>I'm actually working on a 4e-inspired system right now(it has other inspirations too), and I have some similar ideas. </p><ul> <li data-xf-list-type="ul">Bounded accuracy is in, fairly similar to 5e although I've adjusted it a bit.</li> <li data-xf-list-type="ul">Classes and subclasses are separated in my system, classes are overall simpler and focused on "doing one thing that defines your role."</li> <li data-xf-list-type="ul">There are universal "power lists" and they are actually keyed off of ability scores, but the other big thing classes do is give you a boost to learning from specific power lists. So anyone can theoretically learn "arcane spells," but you won't learn the best or be good at them without being a wizard or similar class.</li> <li data-xf-list-type="ul">I am <em>vastly</em> expanding how skills work compared to 4e and 5e, taking a lot of inspiration from Pathfinder with specific skill actions. There will also be an entirely separate social system that allows players to mechanically influence the world, eventually gaining things like fortresses, political titles, masses of followers, etc.</li> <li data-xf-list-type="ul">As I said, subclasses are separated from classes in my system, I've kind of smashed the idea of subclasses and feats together.</li> <li data-xf-list-type="ul">The other major change from 4e is that powers do not run off of an AEDU system per se, instead each power has a "spirit" cost, so to a certain degree players will need to avoid blowing all their best powers immediately. However, this is mitigated to some degree by players having a spirit recovery mechanic similar to healing surges so you can't really use up your "true" max spirit in one encounter.</li> </ul><p>So yeah, it started very similar to 4e and it's becoming it's own thing the more I work on it.</p></blockquote><p></p>
[QUOTE="Kalmi, post: 8983403, member: 7040713"] I'm actually working on a 4e-inspired system right now(it has other inspirations too), and I have some similar ideas. [LIST] [*]Bounded accuracy is in, fairly similar to 5e although I've adjusted it a bit. [*]Classes and subclasses are separated in my system, classes are overall simpler and focused on "doing one thing that defines your role." [*]There are universal "power lists" and they are actually keyed off of ability scores, but the other big thing classes do is give you a boost to learning from specific power lists. So anyone can theoretically learn "arcane spells," but you won't learn the best or be good at them without being a wizard or similar class. [*]I am [I]vastly[/I] expanding how skills work compared to 4e and 5e, taking a lot of inspiration from Pathfinder with specific skill actions. There will also be an entirely separate social system that allows players to mechanically influence the world, eventually gaining things like fortresses, political titles, masses of followers, etc. [*]As I said, subclasses are separated from classes in my system, I've kind of smashed the idea of subclasses and feats together. [*]The other major change from 4e is that powers do not run off of an AEDU system per se, instead each power has a "spirit" cost, so to a certain degree players will need to avoid blowing all their best powers immediately. However, this is mitigated to some degree by players having a spirit recovery mechanic similar to healing surges so you can't really use up your "true" max spirit in one encounter. [/LIST] So yeah, it started very similar to 4e and it's becoming it's own thing the more I work on it. [/QUOTE]
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