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Mythusmage's D&D 4e Thoughts
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3163584" data-attributes="member: 22882"><p>My current group already levels every session, or almost; we play every other week in a one year campaign and hit around 18-22 level at the end of each campaign. Admittedly, I don't see it happening, either.</p><p></p><p></p><p></p><p>In the DMG, all class features would be available via point buy - essentially, the DMG would include a D&D version of Mutants and Masterminds or HERO's systems - while in the PHB they would be the same as they are now: class features. Rebuilding classes with the DM would be encouraged as an alternative to multiclassing.</p><p></p><p></p><p></p><p>If you remove a core option that's been there since at least AD&D 1e, is that not 'drifting away from D&D?' Making it a feat might clean up the system; then again, maybe not.</p><p></p><p></p><p></p><p>This was already explained by another poster. Note, however, that elemental damage would be the default, not the exception. Typeless damage is a huge plus.</p><p></p><p></p><p></p><p>Have you ever even <u>looked</u> at another RPG? Seriously? 'Patching up after the battle is won' can be solved in myriad ways without relying on the 'healbot' that D&D invented.</p><p></p><p>Heck, the spellcasting solution for out-of-combat spells (see below) solves this.</p><p></p><p></p><p></p><p>Or, you know, you could design the rules so that those roles can be filled in different ways, and the average adventure so those problems solved in different ways. As it stands, read adventure design guidelines: elements like traps, undead, etc. are ADDED to adventures TO GIVE the rogue/cleric/etc 'something to do' - they don't show up organically.</p><p></p><p></p><p></p><p>Non-encounter-based spells could be handled using some type of ritual magic rules, or allowed to succeed out of hand. Frankly, out of a dramatic encounter, there is very little I can't see a competent wizard accomplishing. Divining a secret? Should succeed - unless it's contested by some other power, in which case it becomes an encounter. For that matter, <u>anything</u> outside a dramatic encounter (which need not be combat), regardless of who's attempting it, should generally succeed*. If it isn't something you can accomplish automatically with time and effort - then it's an encounter.</p><p></p><p>*Caveat: I mean anything in-genre.</p><p></p><p>x/day seems simple... until you realize its power is entirely predicated on how often you use the ability in a day, as are spells. Which means any attempt at balancing encounters has to assume a certain number of encounters per day, and those encounters have to be of a certain type (generally combat), which means... well, most of the problems people have with the current CR system, except for those caused by equipment. Or bad CRs.</p><p></p><p></p><p></p><p>Actually, that's pretty much what I would advocate (assuming that 'spells' in the present sense are retained). I've shopped that idea around, but so far, no one has wanted to commit it to paper. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p></p><p></p><p>I'm guessing you've never played an RPG that gives this kind of narrative control to players, even briefly. IMX, it does not in any way, shape or form 'suck for the DM,' unless he's an adversarial DM who wants to kill the PCs using the rules, or he has crappy players. In the former case, the players probably need a new DM, in the latter, the DM needs new players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Creature type has existed in D&D since the first use of Turn Undead, the first swing of a Sword of Giant Slaying, and the first casting of Charm Person. It's only recently been codified. It's already been modified (rolling Beast into Animal and Magical Beast and making Shapeshifter a subtype) and there's no reason it can't be further cleaned up.</p><p></p><p></p><p></p><p><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></p><p></p><p></p><p>By removing most of the spells/day limits on spellcasting.</p><p></p><p></p><p></p><p>Agreed.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3163584, member: 22882"] My current group already levels every session, or almost; we play every other week in a one year campaign and hit around 18-22 level at the end of each campaign. Admittedly, I don't see it happening, either. In the DMG, all class features would be available via point buy - essentially, the DMG would include a D&D version of Mutants and Masterminds or HERO's systems - while in the PHB they would be the same as they are now: class features. Rebuilding classes with the DM would be encouraged as an alternative to multiclassing. If you remove a core option that's been there since at least AD&D 1e, is that not 'drifting away from D&D?' Making it a feat might clean up the system; then again, maybe not. This was already explained by another poster. Note, however, that elemental damage would be the default, not the exception. Typeless damage is a huge plus. Have you ever even [U]looked[/U] at another RPG? Seriously? 'Patching up after the battle is won' can be solved in myriad ways without relying on the 'healbot' that D&D invented. Heck, the spellcasting solution for out-of-combat spells (see below) solves this. Or, you know, you could design the rules so that those roles can be filled in different ways, and the average adventure so those problems solved in different ways. As it stands, read adventure design guidelines: elements like traps, undead, etc. are ADDED to adventures TO GIVE the rogue/cleric/etc 'something to do' - they don't show up organically. Non-encounter-based spells could be handled using some type of ritual magic rules, or allowed to succeed out of hand. Frankly, out of a dramatic encounter, there is very little I can't see a competent wizard accomplishing. Divining a secret? Should succeed - unless it's contested by some other power, in which case it becomes an encounter. For that matter, [U]anything[/U] outside a dramatic encounter (which need not be combat), regardless of who's attempting it, should generally succeed*. If it isn't something you can accomplish automatically with time and effort - then it's an encounter. *Caveat: I mean anything in-genre. x/day seems simple... until you realize its power is entirely predicated on how often you use the ability in a day, as are spells. Which means any attempt at balancing encounters has to assume a certain number of encounters per day, and those encounters have to be of a certain type (generally combat), which means... well, most of the problems people have with the current CR system, except for those caused by equipment. Or bad CRs. Actually, that's pretty much what I would advocate (assuming that 'spells' in the present sense are retained). I've shopped that idea around, but so far, no one has wanted to commit it to paper. :( I'm guessing you've never played an RPG that gives this kind of narrative control to players, even briefly. IMX, it does not in any way, shape or form 'suck for the DM,' unless he's an adversarial DM who wants to kill the PCs using the rules, or he has crappy players. In the former case, the players probably need a new DM, in the latter, the DM needs new players. ;) Creature type has existed in D&D since the first use of Turn Undead, the first swing of a Sword of Giant Slaying, and the first casting of Charm Person. It's only recently been codified. It's already been modified (rolling Beast into Animal and Magical Beast and making Shapeshifter a subtype) and there's no reason it can't be further cleaned up. :) By removing most of the spells/day limits on spellcasting. Agreed. [/QUOTE]
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