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Mythusmage's D&D 4e Thoughts
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<blockquote data-quote="WayneLigon" data-source="post: 3161602" data-attributes="member: 3649"><p>Format: One book containing the core rules.</p><p></p><p>There are three base classes: Fighter, Expert and Mage. Each has certain specialties; some of the things we now think of as class abilities might be broken out into Feats, but there are some things that this initial class simply does better than others. If you start out as an Expert and then dedicate yourself to magic, you'll still never be as good at it as someone who started out as a Mage.</p><p></p><p>We still have levels, though perhaps not quite so many. Each level carries some change to the character, be it in combat advancement, spell ability, skills.. something.</p><p></p><p>We still have skills, though perhaps done in a different manner. In general consider that each class will be good with at least five skills, however that needs to occur. More skill points, bonus points based on class skills, skill categories, whatever. I don't think we have weapon skills. There are plusses and minuses to that approach, but on the whole it adds more complication and effort along with more arguements than it gains us. There are fewer, broader skills. </p><p></p><p>We still have attributes, but perhaps not in quite the same manner. Dispense with the current means of rolling, or have a bottom cap on stats. Virtually no-one is going to play a character with a less-than-average stat unless there is some burning roleplaying need, so all stats have a minimum of 10, or stats are rolled on 2d6+7, or something similar. Point buy is OK in some respects but should remain an optional rule. I could live with the 'just the bonus' stats, or with fewer stats (Strength, Health, Mind, Spirit perhaps. Charisma is a feat you buy). </p><p></p><p>The goal of character generation is to have a useful, useable character inside of five minutes without using archtypes or templates.</p><p></p><p>Spells are either simply abilities (classes of spells bought as feats, perhaps: get the feat Fire Magic, and you get XX) or done somewhat similar to Arcana Unearthed, where there are modifiers to the way your spells work. There are about three dozen spells, total, in the core rules. They should scale, and be generic enough that there should never be a need for 'Tome of Sorcery' or any such thing.</p><p></p><p>Similarly, there would be about three dozen monsters in the core book. Carefully chosen, that should take care of the vast majority of D&D campaigns right there.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3161602, member: 3649"] Format: One book containing the core rules. There are three base classes: Fighter, Expert and Mage. Each has certain specialties; some of the things we now think of as class abilities might be broken out into Feats, but there are some things that this initial class simply does better than others. If you start out as an Expert and then dedicate yourself to magic, you'll still never be as good at it as someone who started out as a Mage. We still have levels, though perhaps not quite so many. Each level carries some change to the character, be it in combat advancement, spell ability, skills.. something. We still have skills, though perhaps done in a different manner. In general consider that each class will be good with at least five skills, however that needs to occur. More skill points, bonus points based on class skills, skill categories, whatever. I don't think we have weapon skills. There are plusses and minuses to that approach, but on the whole it adds more complication and effort along with more arguements than it gains us. There are fewer, broader skills. We still have attributes, but perhaps not in quite the same manner. Dispense with the current means of rolling, or have a bottom cap on stats. Virtually no-one is going to play a character with a less-than-average stat unless there is some burning roleplaying need, so all stats have a minimum of 10, or stats are rolled on 2d6+7, or something similar. Point buy is OK in some respects but should remain an optional rule. I could live with the 'just the bonus' stats, or with fewer stats (Strength, Health, Mind, Spirit perhaps. Charisma is a feat you buy). The goal of character generation is to have a useful, useable character inside of five minutes without using archtypes or templates. Spells are either simply abilities (classes of spells bought as feats, perhaps: get the feat Fire Magic, and you get XX) or done somewhat similar to Arcana Unearthed, where there are modifiers to the way your spells work. There are about three dozen spells, total, in the core rules. They should scale, and be generic enough that there should never be a need for 'Tome of Sorcery' or any such thing. Similarly, there would be about three dozen monsters in the core book. Carefully chosen, that should take care of the vast majority of D&D campaigns right there. [/QUOTE]
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