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<blockquote data-quote="Tony Vargas" data-source="post: 5970815" data-attributes="member: 996"><p>Well, a reasonable, finite, skill list gives players a good idea what their characters can do, and makes balancing skill acquisition possible. Fuzzy skill definitions, whether from open-ended or ill-defined lists or backgrounds or catch-alls like ability scores aren't so stable a platform. But, then, I'm pretty hard on skill systems. </p><p></p><p>:shrug: </p><p></p><p>Some things I'd've hoped to've see from a direct evolution of 4e:</p><p></p><ul> <li data-xf-list-type="ul"> Cleaner multi-classing, using an option like Themes to open up access to power-swaps rather than eating up feats.</li> <li data-xf-list-type="ul"> Race, Class, Background, Themes and other options all expanding the players options by allowing swaps rather than adding new powers or features.</li> <li data-xf-list-type="ul"> A rationalized skill system that didn't lean as heavily on certain stats, and was more evenly divided among the three 'pillars.'</li> <li data-xf-list-type="ul"> Class balance and Roles expanded into the other two pillars.</li> <li data-xf-list-type="ul"> Story-based alternative to the 'day' as a re-set point for 'daily' powers and healing surges.</li> <li data-xf-list-type="ul"> More milestone-based rewards for having long adventures.</li> <li data-xf-list-type="ul"> Cleaning up 'the math' a bit.</li> <li data-xf-list-type="ul"> Doing away with the claw/claw/bite theory of multiple attacks - ie TWFing doesn't give you two attacks - nothing should require you to make make multiple independent attacks against the same target to resolve a single action.</li> </ul></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5970815, member: 996"] Well, a reasonable, finite, skill list gives players a good idea what their characters can do, and makes balancing skill acquisition possible. Fuzzy skill definitions, whether from open-ended or ill-defined lists or backgrounds or catch-alls like ability scores aren't so stable a platform. But, then, I'm pretty hard on skill systems. :shrug: Some things I'd've hoped to've see from a direct evolution of 4e: [list] [*] Cleaner multi-classing, using an option like Themes to open up access to power-swaps rather than eating up feats. [*] Race, Class, Background, Themes and other options all expanding the players options by allowing swaps rather than adding new powers or features. [*] A rationalized skill system that didn't lean as heavily on certain stats, and was more evenly divided among the three 'pillars.' [*] Class balance and Roles expanded into the other two pillars. [*] Story-based alternative to the 'day' as a re-set point for 'daily' powers and healing surges. [*] More milestone-based rewards for having long adventures. [*] Cleaning up 'the math' a bit. [*] Doing away with the claw/claw/bite theory of multiple attacks - ie TWFing doesn't give you two attacks - nothing should require you to make make multiple independent attacks against the same target to resolve a single action. [/list] [/QUOTE]
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