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Mythusmage's D&D 4e Thoughts
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<blockquote data-quote="Lanefan" data-source="post: 3162885" data-attributes="member: 29398"><p>In theory, this looks good.  In practice, it'd be an absolute nightmare!  With 100 levels, that means a player needs to do the level-up bookkeeping 100 times...in a 2-year campaign, this would mean <em>every session</em>!  Somehow, I don't see this happening...</p><p>I'm not sure quite what you mean with this...are you getting at reducing *all* class features to what would amount to a much-expanded skills table?  If so, you're starting to drift away from D+D and into something else, I think.</p><p>Or, get away from this foolishness of having non-kindred races as PC's except maybe as a splat option.  Half-xxx - or part-xxx (these should be fine-tuned, to reflect that part-xxx's can breed with either race, and a half-elf/human child will be 1/4-elf) - should not be reduced to a chooseable feat...yuck!</p><p>No idea what you're getting at here.  Please elaborate.</p><p>If you remove the need for a healer you'd also have to reduce or eliminate damage that needs healing.  And, healing spells are rarely if ever cast *during* a battle except in dire circumstances; the patching-up is done after the battle is won.  Healing spells don't need any strengthening</p><p>Then you have to redesign the average adventure so those "roles" aren't required - no more traps, etc.  Chances are those electronic games you're referring to have removed those elements without anyone noticing...</p><p>Define encounter.  How do non-encounter-based spells work e.g. most divinations?  I'd rather see a looser version of the current system, where you have so many slots-per-level-per-day but you can cast wild-card within each level, so no more memorization.  As for x/day, that's such a simple mechanic I fail to see any need for change.</p><p>I'd like to see countering be more useful, but limited such that you really have to pick your spots when using it.  Simplest option: make Counterspell itself a spell...second level, casting time immediate, cannot be improved or affected by any metamagic feat.  That way, there's a built-in limit on how many you can do, and at cost of casting other 2nd-level spells.</p><p>Sucks for the DM, who goes to all the trouble of designing an edge-of-the-seat encounter only to have the PC's use a few action points to avoid the harm.  The PC's have enough ways of escaping death or harm, they don't need any more, and certainly not something as broad-brush as this.</p><p>This is not Magic.  Creature type does not even need to exist in D+D and can easily be ditched completely. If an ability needs something to base off of, use alignment.</p><p>Sooner or later, I had to agree with something here; this is it.  Alert the media! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p>That'd make spells and spellcasters much less useful; how would you compensate?</p><p>I agree here also.  Tinker toys are fun, which is why the game gives so many out, but when their existence is built in to adventure design it's gone too far.  That said, having the occasional item specific to a character can really add to the story.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3162885, member: 29398"] In theory, this looks good. In practice, it'd be an absolute nightmare! With 100 levels, that means a player needs to do the level-up bookkeeping 100 times...in a 2-year campaign, this would mean [I]every session[/I]! Somehow, I don't see this happening... I'm not sure quite what you mean with this...are you getting at reducing *all* class features to what would amount to a much-expanded skills table? If so, you're starting to drift away from D+D and into something else, I think. Or, get away from this foolishness of having non-kindred races as PC's except maybe as a splat option. Half-xxx - or part-xxx (these should be fine-tuned, to reflect that part-xxx's can breed with either race, and a half-elf/human child will be 1/4-elf) - should not be reduced to a chooseable feat...yuck! No idea what you're getting at here. Please elaborate. If you remove the need for a healer you'd also have to reduce or eliminate damage that needs healing. And, healing spells are rarely if ever cast *during* a battle except in dire circumstances; the patching-up is done after the battle is won. Healing spells don't need any strengthening Then you have to redesign the average adventure so those "roles" aren't required - no more traps, etc. Chances are those electronic games you're referring to have removed those elements without anyone noticing... Define encounter. How do non-encounter-based spells work e.g. most divinations? I'd rather see a looser version of the current system, where you have so many slots-per-level-per-day but you can cast wild-card within each level, so no more memorization. As for x/day, that's such a simple mechanic I fail to see any need for change. I'd like to see countering be more useful, but limited such that you really have to pick your spots when using it. Simplest option: make Counterspell itself a spell...second level, casting time immediate, cannot be improved or affected by any metamagic feat. That way, there's a built-in limit on how many you can do, and at cost of casting other 2nd-level spells. Sucks for the DM, who goes to all the trouble of designing an edge-of-the-seat encounter only to have the PC's use a few action points to avoid the harm. The PC's have enough ways of escaping death or harm, they don't need any more, and certainly not something as broad-brush as this. This is not Magic. Creature type does not even need to exist in D+D and can easily be ditched completely. If an ability needs something to base off of, use alignment. Sooner or later, I had to agree with something here; this is it. Alert the media! :) That'd make spells and spellcasters much less useful; how would you compensate? I agree here also. Tinker toys are fun, which is why the game gives so many out, but when their existence is built in to adventure design it's gone too far. That said, having the occasional item specific to a character can really add to the story. Lanefan [/QUOTE]
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