Alisair Longreach
First Post
A thing I'd love to see in the 4E rulebooks is a clear separation of heroic PC crunch and nasty evil villain crunch.
What I want to see in the 4E Player's Handbook and Dungeon Master's Guide is that vile feats like Dark Speech and Thrall to Demonlord and all the Inflict Wounds spells, affliction causing spells, spells that create/augment/summon Undead, Symbols of nastyness and Summon Evil Monster spells as well as class abilities that are only appropiate for villains are kept in a Villain's Options chapter in the DMG.
Another thing I'd love to see in the 4E Player's Handbook is a Magic Item chapter with descriptions of magic items that can be made with the spells in the 4E PHB. The DMG should also have a Magic Item chapter but only with the vile and unholy stuff villains use as well as the quirky and complicated stuff like the Rod of Wonder and Deck of Many Things and the various artifacts.
Campaign setting books should be split in two. One main campaign setting book with background history, regional information, deity and church information, write-ups of major npcs, a monster chapter, a chapter with additional class abilities, feats, spells and magic items used by villains and major NPCs.
The other campaign setting book should be the Player's Guide with new class and race descriptions, additional class abilities, feats, spells and magic items that are appropriate for heroic PCs. A short campaign gazetteer containing information about the world that the PCs should know must also be included.
What I want to see in the 4E Player's Handbook and Dungeon Master's Guide is that vile feats like Dark Speech and Thrall to Demonlord and all the Inflict Wounds spells, affliction causing spells, spells that create/augment/summon Undead, Symbols of nastyness and Summon Evil Monster spells as well as class abilities that are only appropiate for villains are kept in a Villain's Options chapter in the DMG.
Another thing I'd love to see in the 4E Player's Handbook is a Magic Item chapter with descriptions of magic items that can be made with the spells in the 4E PHB. The DMG should also have a Magic Item chapter but only with the vile and unholy stuff villains use as well as the quirky and complicated stuff like the Rod of Wonder and Deck of Many Things and the various artifacts.
Campaign setting books should be split in two. One main campaign setting book with background history, regional information, deity and church information, write-ups of major npcs, a monster chapter, a chapter with additional class abilities, feats, spells and magic items used by villains and major NPCs.
The other campaign setting book should be the Player's Guide with new class and race descriptions, additional class abilities, feats, spells and magic items that are appropriate for heroic PCs. A short campaign gazetteer containing information about the world that the PCs should know must also be included.