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Mythusmage's D&D 4e Thoughts
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<blockquote data-quote="Sadrik" data-source="post: 3163995" data-attributes="member: 14506"><p>Use flavorless basic classes that provide the basic abilities for characters (BAB, CL, SAVES, FEATS, STAT BOOSTS, ETC). Possible warrior/expert/magic-user. Also a way to multi class these basic characters so you can fill every possible niche.</p><p></p><p>Bring back Kits but call them something else. These would be comparable to the characters classes as they are in 3.x. They would give characters access to lists of feats which would double as class features. Example kits would be fighter, wizard, rogue, ranger, paladin etc. Putting the kits and classes together gives you the ability to have very campaign specific characters flavor-wise and still hold onto the basic d&d core rules without having to re-write them with every campaign setting.</p><p></p><p>Codify the spell systems into very delineated spell levels no 3rd level spells better than 5th level spells. I would suggest cutting the number of spell levels to do this more accurately (possibly 1-5 instead of 0-9).</p><p></p><p>Use a class wide action point system that would run all spells and all feats for characters. Characters would recover these points dependent on class and kit. What these action points do depends on the characters class kit and feats. For instance a wizard character may have to study to recover their action points and a fighter may have to train their martial skills. Examples of what I mean by this would be: A fighter would have to spend an action point to use his cleave feat and a wizard would spend his action point to cast his magic missile.</p><p></p><p>A massive cleanup of energy damage, energy resistance, hardness, damage reduction, and all other types of special damage. Like separating damage into fewer damage types: Physical, Burning, Heat, Cold, and Internal. For instance force damage would do physical damage, acid would do burning, fire would do heat, implosion would do internal, sonic should do physical, and electrical should do heat. Hardness, energy resistance and DR should combine and deal with the 5 damage types separately.</p><p></p><p>I probably could come up with more but these seem like they would fix and or make a very enjoyable game for me.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3163995, member: 14506"] Use flavorless basic classes that provide the basic abilities for characters (BAB, CL, SAVES, FEATS, STAT BOOSTS, ETC). Possible warrior/expert/magic-user. Also a way to multi class these basic characters so you can fill every possible niche. Bring back Kits but call them something else. These would be comparable to the characters classes as they are in 3.x. They would give characters access to lists of feats which would double as class features. Example kits would be fighter, wizard, rogue, ranger, paladin etc. Putting the kits and classes together gives you the ability to have very campaign specific characters flavor-wise and still hold onto the basic d&d core rules without having to re-write them with every campaign setting. Codify the spell systems into very delineated spell levels no 3rd level spells better than 5th level spells. I would suggest cutting the number of spell levels to do this more accurately (possibly 1-5 instead of 0-9). Use a class wide action point system that would run all spells and all feats for characters. Characters would recover these points dependent on class and kit. What these action points do depends on the characters class kit and feats. For instance a wizard character may have to study to recover their action points and a fighter may have to train their martial skills. Examples of what I mean by this would be: A fighter would have to spend an action point to use his cleave feat and a wizard would spend his action point to cast his magic missile. A massive cleanup of energy damage, energy resistance, hardness, damage reduction, and all other types of special damage. Like separating damage into fewer damage types: Physical, Burning, Heat, Cold, and Internal. For instance force damage would do physical damage, acid would do burning, fire would do heat, implosion would do internal, sonic should do physical, and electrical should do heat. Hardness, energy resistance and DR should combine and deal with the 5 damage types separately. I probably could come up with more but these seem like they would fix and or make a very enjoyable game for me. [/QUOTE]
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