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<blockquote data-quote="Gold Roger" data-source="post: 3161644" data-attributes="member: 33904"><p><span style="color: Red"><strong>Races:</strong></span></p><p></p><p>Nothing but finetuning needed.</p><p></p><p></p><p><span style="color: Red"><strong>Classes:</strong></span></p><p></p><p>Keep class system. </p><p></p><p>Remove Iterative attacks by BAB. Multiple attacks are gained by feats and class features.</p><p></p><p>Give a Class bonus to AC.</p><p></p><p>All Spellcasters get vastly removed spells per day.</p><p></p><p>Multiple options on most class features.</p><p></p><p>Barbarian: Is mostly fine. Remove /day rage and make less front loaded, removealignment restriction.</p><p></p><p>Bard: Bardic Music at will. Gets a list of bardic music effects, chooses one at 1st and one every x levels. Remove healing from spell list. Move more into the clasical fighter/wizard mold (heck, one of the games most iconic Fighter/Mage types is called a Bladesinger). Remove Alignment restrictions.</p><p></p><p>Cleric: Domains don't give access to spells but invocation and aura like special abilities.</p><p></p><p>Druid: Gets more Bard like spellcasting. Can choose from a bunch of continous and at will special abilities, among them various wild shapes and animal companion. Can be played as classical Druid or more like rangers. Maybe full BAB. Remove alignment restrictions.</p><p></p><p>Fighter: Gets access to maneuvers and stances, following a ToB like system, but less fantastic and over the top. Stuff like improved Sunder or Bullrush become maneuvers.</p><p></p><p>Monk: Can imho, be removed, as long as there are feat options for unarmed/unarmored cobatants.</p><p></p><p>Paladin: Is actually mostly alright on rules, except mount, but could be turned into a "Crusader", that fights for his convictions, whatever those may be.</p><p></p><p>Ranger: With new Druid and Rogue, this one can be removed.</p><p></p><p>Rogue: Get's to choose from a bunch of special abilities every second level, including sneak attack dice. Also includes fast talking, combat athletics, improved dodge AC etc.</p><p></p><p>Sorcerer: Not really needed anymore. Maybe rplaced with a magic user that doesn't use spells at all, but follows a certain theme, to represent warlocks, heritages and psionics.</p><p></p><p>Wizard: Gets at will magic abilities based on school. Generalists get more spells and some more generic abilities (an evocer might blast at-will, while abjurers can counterspell and dispel). Keep Spellbook!</p><p></p><p>Multiclassing: No xp penalty. Put in "Aprentise level" rules for 1st level multiclassing.</p><p></p><p></p><p><span style="color: Red"><strong>Skills:</strong></span></p><p></p><p>Mostly just fine tuning. Replace class skills with skill groups a la Iron Heroes.</p><p></p><p></p><p><span style="color: Red"><strong>Feats:</strong></span></p><p></p><p>Characters get more feats. Feats that enable unarmed and lightly armored/unarmored combatants should be included. Include feats that help multiclasses. Include feats that improve certain class/race combos to replace favored classes.</p><p></p><p>Feats that improve weapon damage increase the die used instead of giving a streight bonus.</p><p></p><p></p><p><span style="color: Red"><strong>Equipment:</strong></span></p><p></p><p>Rebalance armors and weapons so all armors/weapons presented are actually viable in some way.</p><p></p><p></p><p><span style="color: Red"><strong>Combat:</strong></span></p><p></p><p>Fine tune special cases.</p><p></p><p>Overhaul Ac the following way: There are only the following boni to AC:</p><p></p><p>Armor bonus.</p><p></p><p>Size modifier.</p><p></p><p>Shield bonus.</p><p></p><p>Deflection bonus.</p><p></p><p>Class bonus.</p><p></p><p>Dodge.</p><p></p><p>The dodge bonus is set by the Dex modifier plus dodge boni from feats and class features. Armors have a maximum dodge bonus instead of a maximal dex bonus. Monsters with natural armor either simply have high DR/HP or can't benefit from armor.</p><p></p><p>Likewhise AB consists only of Strength/Dex, BAB, Enhancement bonus and unnamed (from feats).</p><p></p><p></p><p><span style="color: Red"><strong>Spells:</strong></span></p><p></p><p>Spells are tide turning, but characters get only few. Maybe even remove spell levels. Generally there's far fewer stacking effects. The Magic system doesn't hinge completely on spells anymore. All effects that can take a character/monster out of combat is still keyed of HP.</p><p></p><p></p><p><span style="color: Red"><strong>Monsters:</strong></span></p><p></p><p>Obviously, there will be lots of Monster redesignes. General, there's streamlining.</p><p></p><p>Big changes to creature types: Remove Ooze, Elemental, Outsider, Giant and Fey. </p><p></p><p>Add exemplars. Which are living emboyments of principles and abstracts as well as spirits.</p><p></p><p>Ooze becomes a subtipe or vermin, aberrations and others.</p><p></p><p>Giants become monstrous humanoids.</p><p></p><p>Elementals become constructs with elemental subtype or exemplars.</p><p></p><p>Outsider and fey become exemplars, magical beasts or monstrous humanoids.</p><p></p><p>Monstrous humanoids need a new name.</p><p></p><p>Dragons should be a subtype of magical beasts.</p><p></p><p>Extraplanar becomes a condition instead of a subtype.</p><p></p><p></p><p><span style="color: Red"><strong>Magic items:</strong></span></p><p>Magic Arms and Armors aren't keyed of Enhancement boni anymore, but have each a menu of special abilities.</p><p></p><p>Magic weapons increase damage by die type, not a straight bonus, unless it's energy damage.</p><p></p><p>Staffs and Wands become somewhat unneccesary and need a complete overhaul.</p><p></p><p></p><p><span style="color: Red"><strong>Implied Setting, D&D Mythos and Cosmology:</strong></span></p><p></p><p>Embrace the classic stuff and give lots of nods. Keep the 3.X PHB Pantheon and include the dragon gods. The stupid Element-Energy type system has to go though. Cold has little to do with water and acid little to do with earth.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3161644, member: 33904"] [COLOR=Red][B]Races:[/B][/COLOR] Nothing but finetuning needed. [COLOR=Red][B]Classes:[/B][/COLOR] Keep class system. Remove Iterative attacks by BAB. Multiple attacks are gained by feats and class features. Give a Class bonus to AC. All Spellcasters get vastly removed spells per day. Multiple options on most class features. Barbarian: Is mostly fine. Remove /day rage and make less front loaded, removealignment restriction. Bard: Bardic Music at will. Gets a list of bardic music effects, chooses one at 1st and one every x levels. Remove healing from spell list. Move more into the clasical fighter/wizard mold (heck, one of the games most iconic Fighter/Mage types is called a Bladesinger). Remove Alignment restrictions. Cleric: Domains don't give access to spells but invocation and aura like special abilities. Druid: Gets more Bard like spellcasting. Can choose from a bunch of continous and at will special abilities, among them various wild shapes and animal companion. Can be played as classical Druid or more like rangers. Maybe full BAB. Remove alignment restrictions. Fighter: Gets access to maneuvers and stances, following a ToB like system, but less fantastic and over the top. Stuff like improved Sunder or Bullrush become maneuvers. Monk: Can imho, be removed, as long as there are feat options for unarmed/unarmored cobatants. Paladin: Is actually mostly alright on rules, except mount, but could be turned into a "Crusader", that fights for his convictions, whatever those may be. Ranger: With new Druid and Rogue, this one can be removed. Rogue: Get's to choose from a bunch of special abilities every second level, including sneak attack dice. Also includes fast talking, combat athletics, improved dodge AC etc. Sorcerer: Not really needed anymore. Maybe rplaced with a magic user that doesn't use spells at all, but follows a certain theme, to represent warlocks, heritages and psionics. Wizard: Gets at will magic abilities based on school. Generalists get more spells and some more generic abilities (an evocer might blast at-will, while abjurers can counterspell and dispel). Keep Spellbook! Multiclassing: No xp penalty. Put in "Aprentise level" rules for 1st level multiclassing. [COLOR=Red][B]Skills:[/B][/COLOR] Mostly just fine tuning. Replace class skills with skill groups a la Iron Heroes. [COLOR=Red][B]Feats:[/B][/COLOR] Characters get more feats. Feats that enable unarmed and lightly armored/unarmored combatants should be included. Include feats that help multiclasses. Include feats that improve certain class/race combos to replace favored classes. Feats that improve weapon damage increase the die used instead of giving a streight bonus. [COLOR=Red][B]Equipment:[/B][/COLOR] Rebalance armors and weapons so all armors/weapons presented are actually viable in some way. [COLOR=Red][B]Combat:[/B][/COLOR] Fine tune special cases. Overhaul Ac the following way: There are only the following boni to AC: Armor bonus. Size modifier. Shield bonus. Deflection bonus. Class bonus. Dodge. The dodge bonus is set by the Dex modifier plus dodge boni from feats and class features. Armors have a maximum dodge bonus instead of a maximal dex bonus. Monsters with natural armor either simply have high DR/HP or can't benefit from armor. Likewhise AB consists only of Strength/Dex, BAB, Enhancement bonus and unnamed (from feats). [COLOR=Red][B]Spells:[/B][/COLOR] Spells are tide turning, but characters get only few. Maybe even remove spell levels. Generally there's far fewer stacking effects. The Magic system doesn't hinge completely on spells anymore. All effects that can take a character/monster out of combat is still keyed of HP. [COLOR=Red][B]Monsters:[/B][/COLOR] Obviously, there will be lots of Monster redesignes. General, there's streamlining. Big changes to creature types: Remove Ooze, Elemental, Outsider, Giant and Fey. Add exemplars. Which are living emboyments of principles and abstracts as well as spirits. Ooze becomes a subtipe or vermin, aberrations and others. Giants become monstrous humanoids. Elementals become constructs with elemental subtype or exemplars. Outsider and fey become exemplars, magical beasts or monstrous humanoids. Monstrous humanoids need a new name. Dragons should be a subtype of magical beasts. Extraplanar becomes a condition instead of a subtype. [COLOR=Red][B]Magic items:[/B][/COLOR] Magic Arms and Armors aren't keyed of Enhancement boni anymore, but have each a menu of special abilities. Magic weapons increase damage by die type, not a straight bonus, unless it's energy damage. Staffs and Wands become somewhat unneccesary and need a complete overhaul. [COLOR=Red][B]Implied Setting, D&D Mythos and Cosmology:[/B][/COLOR] Embrace the classic stuff and give lots of nods. Keep the 3.X PHB Pantheon and include the dragon gods. The stupid Element-Energy type system has to go though. Cold has little to do with water and acid little to do with earth. [/QUOTE]
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