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I'd like to put 4E on a diet!
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<blockquote data-quote="eamon" data-source="post: 5536146" data-attributes="member: 51942"><p>I would absolutely <strong><em>love</em></strong> to see a slimmed down version of 4e. The number of rounds per combat is fine; it's the complexity of keeping track that isn't! And the same thing goes for levelling. It's not so much that 1 feat every 2 levels or whatever is inherently too many; it's just that there are <em>way way </em>too many <em>pointless</em> "options" to sift through nobody will take. Or, worse, some unsuspecting player will take, to the detriment of the entire table (unbalanced parties are a pain; and ineffective characters are boring - and that rubs off). You could for instance use this as an excuse to make power sources matter again, and group powers by source (and consider reducing the number of sources - class features can sufficiently distinguish classes).</p><p></p><p>And then there's just general streamlining. Pick <em>either </em>start <em>or</em> end of your next turn, and use that almost everywhere (except where tactically relevant). (Whatever you do, get rid of craziness like the warden's second wind, with two different durations). Get rid of pointless rules that almost never matter and aren't intuitive like "No OA's on your turn". Avoid free actions, and get rid of the free action attack limiting rule - if there are sources of OA's or free attacks that are broken, <em>fix them</em> instead of cluttering the rules. Decide which events are "uninterruptable" and stick with it - and don't pick a nebulous concept like "action" or "power". Get rid of player traps, such as the ability to mis-pick ability score increases - if you want increasing ability scores, increase them <em>all</em> (and get free skill/NAD etc. balancing) rather than letting players pick at levels 4/8. Avoid stuff that needs tracking in general - e.g. have hunter's quarry work on the nearest visible enemy as a property, rather than tracking effect. Clean up save ends effects - there are too many and creatures shouldn't become immune to effects just because they are already affected. In terms of conditions, get rid of a few: say, helpless, restrained, surprised & deafened and possibly weakened & marked. These things occur so rarely, they can be rolled into powers - in which, since there are now much fewer, slightly more elaborate explanations can fit.</p><p></p><p>But most importantly, get rid of tons of feats, items and powers!</p></blockquote><p></p>
[QUOTE="eamon, post: 5536146, member: 51942"] I would absolutely [B][I]love[/I][/B] to see a slimmed down version of 4e. The number of rounds per combat is fine; it's the complexity of keeping track that isn't! And the same thing goes for levelling. It's not so much that 1 feat every 2 levels or whatever is inherently too many; it's just that there are [I]way way [/I]too many [I]pointless[/I] "options" to sift through nobody will take. Or, worse, some unsuspecting player will take, to the detriment of the entire table (unbalanced parties are a pain; and ineffective characters are boring - and that rubs off). You could for instance use this as an excuse to make power sources matter again, and group powers by source (and consider reducing the number of sources - class features can sufficiently distinguish classes). And then there's just general streamlining. Pick [I]either [/I]start [I]or[/I] end of your next turn, and use that almost everywhere (except where tactically relevant). (Whatever you do, get rid of craziness like the warden's second wind, with two different durations). Get rid of pointless rules that almost never matter and aren't intuitive like "No OA's on your turn". Avoid free actions, and get rid of the free action attack limiting rule - if there are sources of OA's or free attacks that are broken, [I]fix them[/I] instead of cluttering the rules. Decide which events are "uninterruptable" and stick with it - and don't pick a nebulous concept like "action" or "power". Get rid of player traps, such as the ability to mis-pick ability score increases - if you want increasing ability scores, increase them [I]all[/I] (and get free skill/NAD etc. balancing) rather than letting players pick at levels 4/8. Avoid stuff that needs tracking in general - e.g. have hunter's quarry work on the nearest visible enemy as a property, rather than tracking effect. Clean up save ends effects - there are too many and creatures shouldn't become immune to effects just because they are already affected. In terms of conditions, get rid of a few: say, helpless, restrained, surprised & deafened and possibly weakened & marked. These things occur so rarely, they can be rolled into powers - in which, since there are now much fewer, slightly more elaborate explanations can fit. But most importantly, get rid of tons of feats, items and powers! [/QUOTE]
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