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Mike Mearls on how 4E could have looked
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<blockquote data-quote="Sadras" data-source="post: 7526247" data-attributes="member: 6688277"><p>Absolutely.</p><p></p><p></p><p></p><p>Agree. </p><p>RECHARGING: At our table rests are related to but separated from recharging of abilities which latter require a skill check (using your prof and primary ability modifier) with the exhaustion track for failures. However, and very importantly, even once failed you get the benefits of having your abilities recharged. The DC is determined by when you last Long Rested and how many times you have attempt to recharge your abilities.</p><p></p><p>RESTS: Short rests do not require a fixed hour. Long Rests require a 24 hours period. This works well for travel and city styled games and solves the std short rest rope trick and leomund's tiny hut combo. </p><p></p><p>FLANKING: 4e's +2 seems like a good fit, like a Lesser Advantage.</p><p> </p><p></p><p></p><p>MINIONS: This works well to create a fast paced but thematic combat. I've not used this mechanic extensively as the PCS are only just 10th level.</p><p></p><p></p><p></p><p>This I will look into, but seems pretty intuitive if you have been DMing for a while.</p><p></p><p></p><p></p><p>Some ideas.</p><p>Offer an additional non-combat related Feat to mundanes. i.e. some of the lesser played feats.</p><p>For each Tier allow mundanes to have Expertise on one roll between Long Rests.</p><p>Incorporate those earlier editions Protection scroll spells usable by all (or Ritual Casters at least).</p><p> </p><p></p><p></p><p>This feels rather blunt and inelegant, not much of a fan using this as a solution.</p><p></p><p></p><p></p><p>In another thread I elaborated on redesigning monsters, specifically the ogre, by pulling much from the descriptive section of the creature. Also allowing/incorporating shoves, pulls and grapples into the attack especially when so many creatures are so much bigger than your average human.</p><p>Another poster has mentioned he has increased many monsters' movement which seems like a good idea - allowing monsters to leap/jump i.e. be more inherently dynamic on the battlefield.</p><p></p><p>In my recent game, I introduced a remorhaz tearing out from under the tundra automatically creating an Ice Fracture (LotCS Statistics Next page 7). So while the PCs were having to deal with this beast they were also knocked prone and found themselves falling (10-50 feet) into freezing water or hanging onto some icy ledge or outcropping, having to scramble to get to the surface otherwise they were just sitting ducks as the beast had complete terrain advantage.</p><p>In my mind all that and more should have been added to the MM for the remorhaz entry.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7526247, member: 6688277"] Absolutely. Agree. RECHARGING: At our table rests are related to but separated from recharging of abilities which latter require a skill check (using your prof and primary ability modifier) with the exhaustion track for failures. However, and very importantly, even once failed you get the benefits of having your abilities recharged. The DC is determined by when you last Long Rested and how many times you have attempt to recharge your abilities. RESTS: Short rests do not require a fixed hour. Long Rests require a 24 hours period. This works well for travel and city styled games and solves the std short rest rope trick and leomund's tiny hut combo. FLANKING: 4e's +2 seems like a good fit, like a Lesser Advantage. MINIONS: This works well to create a fast paced but thematic combat. I've not used this mechanic extensively as the PCS are only just 10th level. This I will look into, but seems pretty intuitive if you have been DMing for a while. Some ideas. Offer an additional non-combat related Feat to mundanes. i.e. some of the lesser played feats. For each Tier allow mundanes to have Expertise on one roll between Long Rests. Incorporate those earlier editions Protection scroll spells usable by all (or Ritual Casters at least). This feels rather blunt and inelegant, not much of a fan using this as a solution. In another thread I elaborated on redesigning monsters, specifically the ogre, by pulling much from the descriptive section of the creature. Also allowing/incorporating shoves, pulls and grapples into the attack especially when so many creatures are so much bigger than your average human. Another poster has mentioned he has increased many monsters' movement which seems like a good idea - allowing monsters to leap/jump i.e. be more inherently dynamic on the battlefield. In my recent game, I introduced a remorhaz tearing out from under the tundra automatically creating an Ice Fracture (LotCS Statistics Next page 7). So while the PCs were having to deal with this beast they were also knocked prone and found themselves falling (10-50 feet) into freezing water or hanging onto some icy ledge or outcropping, having to scramble to get to the surface otherwise they were just sitting ducks as the beast had complete terrain advantage. In my mind all that and more should have been added to the MM for the remorhaz entry. [/QUOTE]
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