delericho
Legend
I have really come to dislike the fight/rest paradigm that has crept into D&D (or, perhaps, was always there). That being the case, I generally prefer some of the measures that exist to combat it (per-encounter powers, reserve HP, etc). However, I also like the resource management aspects of the game, and wouldn't like to see those removed entirely.
To that end, I would like to see two things done:
1) Increase the emphasis on more powerful limited-use magic items, as opposed to permanent effect items. A longsword +3 is almost certainly more useful and desirable than a longsword that, once per day, can be called on to summon lightning bolts from the sky... but the latter is probably more interesting. Similarly, although a ring with a single wish in it is powerful, and extremely cool, the fact that it can be used exactly once essentially prevents it from destroying your game.
2) Implement some sort of 'token pool' system, similar to that used in Iron Heroes. This should be used to manage Wizard resources, and should refresh to a 'rest' level after a short period of rest. If exhausted in an encounter, the pool can be partially replenished by the character by sacrificing some or all of his actions for the turn. For added interest, I recommend that the 'rest' level of the pool be set somewhat lower than the maximum level of the pool, and it should probably be set such that using the character's most powerful spells should almost totally exhaust the pool.
I'm also inclined towards thinking that every level should be somehow 'meaningful' to a character, and every feat should likewise be significant. When you're only getting seven feats, ever, having to spend one of these on Toughness to qualify for your PrC of choice is rather lame, IMO. On the other hand, 'fixing' that issue could be as simple as giving out more feats. Allowing a character to choose an ability from his classes' talent tree(s) every odd level, and allowing him to choose a feat every even level would be a nice arrangement, again IMO.
To that end, I would like to see two things done:
1) Increase the emphasis on more powerful limited-use magic items, as opposed to permanent effect items. A longsword +3 is almost certainly more useful and desirable than a longsword that, once per day, can be called on to summon lightning bolts from the sky... but the latter is probably more interesting. Similarly, although a ring with a single wish in it is powerful, and extremely cool, the fact that it can be used exactly once essentially prevents it from destroying your game.
2) Implement some sort of 'token pool' system, similar to that used in Iron Heroes. This should be used to manage Wizard resources, and should refresh to a 'rest' level after a short period of rest. If exhausted in an encounter, the pool can be partially replenished by the character by sacrificing some or all of his actions for the turn. For added interest, I recommend that the 'rest' level of the pool be set somewhat lower than the maximum level of the pool, and it should probably be set such that using the character's most powerful spells should almost totally exhaust the pool.
I'm also inclined towards thinking that every level should be somehow 'meaningful' to a character, and every feat should likewise be significant. When you're only getting seven feats, ever, having to spend one of these on Toughness to qualify for your PrC of choice is rather lame, IMO. On the other hand, 'fixing' that issue could be as simple as giving out more feats. Allowing a character to choose an ability from his classes' talent tree(s) every odd level, and allowing him to choose a feat every even level would be a nice arrangement, again IMO.