If WotC came out with an "Advanced" D&D supplement... what would you put in it?


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Right now, I think the area that would hold the greatest potential would be the separation of flavor, combat role and non-combat role. Right now, each class effectively covers a few specific combinations of the three. A wizard is a scholarly user of arcane magic who is a controller in combat and is pre-disposed to be a sage when out of combat. A rogue is an agile, lightly-armored swashbucker who is a striker in combat and is pre-disposed to be stealthy and thiefly out of combat. A paladin is a religious warrior who is a defender in combat and pre-disposed to be some kind of diplomat out of it.

Properly done, this would create the base system for more varied and flexible characters, e.g. an enchanter-type wizard who is a striker in combat and a diplomat out of combat, or a philosophical master of martial arts who is a controller in combat and a sage out of combat.
 

Right now, I think the area that would hold the greatest potential would be the separation of flavor, combat role and non-combat role.
I really like this idea, although flavor is already pretty divorced from mechanics. Greater importance (and balance) put on non-combat roles and the ability to choose one independent of combat role would be aces.

I'd like some alternate power structures, just experiments with the game system like Unearthed Arcana was. They don't have to be balanced, just interesting and hopefully instructive.
 



I have a few quick suggestions, and I think I'll post them in a separate house rules thread in more detail.

1. Wounds. To combat the complaints about unrealistic chumba-wumba-iness of PCs, we change the HP system to include a simple wound system, providing a rules-based division between 'minor scrapes' which heal fast, and 'actual wounds' which you need a few days' rest to get over.

2. Combat vs. Non-combat Roles. I like Firelance's idea.

3. Ramp Up During Combat. I draw a comparison to the 'super move' meters in some fighting games. I'd generally prefer for people to pull out the big guns later in a fight, instead of playing rocket tag, so I'd work in a switch from "at-will, encounter, daily" to "standard, fierce, super" (better terminology pending). You would get access to stronger attacks as the fight went on, through a variety of methods.

If you're familiar with Capcom vs. SNK's 'groove' system, wherein you can choose six different styles for how your 'super meter' works, that's sorta what I have in mind. Warrior style would ramp up as you hit stuff. Skulk style would ramp up whenever you strike unaware foes. Flashy style would ramp up as you move around and chain acrobatic combat tricks. Various types of magic might require you to concentrate to draw mana (think Magic: the Gathering), or could grow stronger based on if conditions match your god's domains, or might improve as you sacrifice your fallen foes to an extraplanar lord.

Utility powers I'd probably leave alone.

4. Grappling. A few tweaks to the grab rules to allow pinning and stuff.

5. Skill Challenges. Use the Obsidian skill challenge rules, as devised on these boards. They're much better.
 

So many rules that the GM is cheating if they decide something using common sense rather than consulting with the book!

...

Or something along the lines of FireLance's choice.. Either one..
 

On the DM side, I'd like to see advanced monster creation, that included better ideas on powers, leveling up solos, creating minions, etc. Possibly revised XP for minions.

Injuries: yes, extend the disease model and create tracks for injuries, such as wounds, broken bones, etc. Not for every encounter, but occasional use where flavorful.

More templates as well.

On the player side, expanded rituals that cover missing sections of magic not touched on yet; I'd particularly like to see Abjurations, Summonings, Dispel Evil, all the demon/devil/angel/elemental planar stuff like Gate that isn't in the game yet.
 

For starters:
1. New and alternative class abilities
- Replacement for Paladin's Divine Challenge
- Alternative Rules for Ranger Animal Companions
- Alternative Rules for Come and Get It
2. A combat maneuver system like Book of Iron Might to replace the current system for martial characters.
3. Reinstituting Skill Points
4.Unconsolidaating skills
5. Long term injury
6. Star Wars Condition Track or M&M/True 20 Damage system
7. Death and Dying Rules closer to 3e UA and removal of negative hit points
8. Alternate rules Action Points and second wind. Something closer to Mutants and Masterminds.
9. Alternate rules for Daily Item Use
10. Alterneate rules for Milestones
11. Monetary system of previous editions
12. Missing armor and weapons from 1e and 2e
13. Races: PC and NPCs of the same race work the same for biological abilities
14. Illusions: Using the Dragon magazine article as reference, please stop with illusions doing psychic damage.
 

Would you want to see this book as a bag of options or as a codified alternative to "Basic" 4e D&D? Basically having two versions of D&D floating about.
 

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