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

What we will/are seeing for "advanced" material is basically more PC and DM options. More elaborate powers (systems), more involved skill challenges, more advanced monsters and traps, more artifacts (which are already kinda advanced). Maybe optional rules on core stuff like combat. This also seems to be the jist of previous posters.

What I would like to see would be more extensions of the game then just complications of existing material. Like systems for mass battles, dominions & followers, castles and sieges (as I type this I realized a theme is emerging). EDIT: As far as those complications go, I could see critical hit systems and more elaborate rules for rituals or making magic items.
 

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I have felt since it came out, that 4e is an upgrade on 3e. However it is mixed in such a way, that it really makes it hard to see the gems through the rough.

I for one would like to see less crunch and more options. The advantage of a table top game over a computer game is you have a DM who can arbitrate any situation on the fly if needed - embrace this concept.

Give the players the ability to develop their own powers following a strict guildline for each class allong with a long list of available options for them as well. This may mean going back to a smaller font size.

Most importantly let the player decide their characters role and not the class that they choose.

Make a power point system that is based around the encounter not on at-will, encounter and daily.

Take out some of the gamey meta-game-balance things and replace them with well thought out self balancing mechanisms that you dont need to slough away as, "Its D&D what do you expect" (there are a lot of things here that I could touch on but won't in this thread)
 


I'd prefer if they didn't make them. "Advanced" rules only seem to attract elitists who think they're better than others because of how they play.
 

I'd prefer if they didn't make them. "Advanced" rules only seem to attract elitists who think they're better than others because of how they play.

I personally favor the term "Advanced" call it nostalgia...

I think there is definitely some room for this type of product look at how 4e has split the game. Calling it Advanced 4e is not the same thing as calling it 4.5e. It does not wipe away any of the 4e tropes but instead takes them at face value and says if you like playing this way do it this way however, if you like playing this way do it this way. Supplements should be compatible for both and it is not an issue.
 

I would prefer, "Alternative" over "Advanced" since well ordinary 4e is already extremely advanced in comparison to many RPGs on the market and I think it more adequately expresses what the book be about. It is showing some more alternative ways to handle different things in 4e.

Hmm... For what I would like:

1. Interaction of Powers (both combat and non-combat) in Skills and Skill Challenges. Lets let a PC use a combat power that has a shift component to gain a skill bonuses boost in a athletics check for running, etc.

2. Perhaps see how well the "Racial Upgrades" concept could work afterall.
 

The removal of all the rules that didn't make much sense but because they were simple were kept. Some people like simple and that's cool. I suppose I think an "advanced" version would look to correcting a lot of these simplifications.

The saving throw would be the classic example of this. Get rid of the auto-save on a 10+ regardless of level, ability etc. and replace it with a save of the same type using a standard DC for the effect. For example let's say a Defense of Fort 16 equates to a saving throw modifier of +6 (just subtract 10). Let's say the original defense got through a defense up to 18. Then the character would need to make this 18 with a modifier of +6 (12 or better). In this way, characters would shrug off some effects better than others based upon both their level, ability, strengths and weaknesses.

However, I wonder how much of this simplification can be eradicated before we end back at 3.x with a power system tagged on... and perhaps that is the real answer. For those that like things simplified, D&D 4E is the way to go while for others that prefer an advanced set up would most likely stick with 3.x or move to Pathfinder.

Best Regards
Herremann the Wise
 


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