Tequila Sunrise
Adventurer
What's wrong with SW?I already have a lengthening to-do list for this project, from ‘make the math simple and elegant’ to ‘reverse engineer PC power guidelines’ to ‘do something about Second Wind.’
What's wrong with SW?I already have a lengthening to-do list for this project, from ‘make the math simple and elegant’ to ‘reverse engineer PC power guidelines’ to ‘do something about Second Wind.’
Agreed on the healing magic issue; at least when seen thru the lens of previous editions and most other games, 4e healing doesn't make much sense. But I would want to see explanatory fluff rather than have 4e's healing mechanics changed. "4e healing physics aren't the same as healing physics in other games. It's not as simple as 'The power of god heals your wounds!'"4) HPs & HSes are just messed up. I'm playing a Dwarven Starlock, and I have more HP and better HSes than any other PC in the party except the Dwarven Fighter. I grok Dwarves being durable, but that's kind of silly. In addition, having healing magic not work when the target has no HSes left is extremely disruptive of immersion, making the magic seem to be not magical at all. Perhaps such magic should grant uniform healing based on the particular magic used, or on some attribute of the Healer, but as-is, its terrible.
Clearly you're not familiar with C4's previous work, which is exactly what you describe. Given the quality of C4's current fixes, I'm very excited to see what results from this project!My advice would be to try to find workarounds for the big things, apply house rules to fix the small things, and try hard not to think about it too much.
Also, what's the problem with a dwarven striker having more hp than other strikers/leaders/controllers? Just curious.
Ah, another area where, clearly, tastes differ dramatically.What I'd rather see, in this case, is a discussion in the core rules about *what exactly* phasing means / looks like in a narrative sense. Even listing a couple possibilities would be better than nothing. Instead 4e seems to start with mechanics and rely on that to craft narrative.
The rule I use now (SW is a Move action) is better than RAW, but not really elegant. Ideally, move actions should be only for moving. Also, I'm not a fan of that +2 until-start-of-next turn bonus.What's wrong with SW?
I must admit I don't know how phasing works off the top of my head. What I do with rules like this is come up with my own explanation that covers all, or at least a majority of cases. For example, 'incorporeal' isn't really incorporeal; it's a quasi-solid state, which is why ghosts and such can be injured. I wouldn't be opposed to slipping in a few explanations about these kind of things. (Also the healing surge thing.)What I'd rather see, in this case, is a discussion in the core rules about *what exactly* phasing means / looks like in a narrative sense. Even listing a couple possibilities would be better than nothing. Instead 4e seems to start with mechanics and rely on that to craft narrative.
I'm with you on this one. Ability boosts are more trouble than they're worth.Flatten Ability Scores: I mean two things by this. First, secondary stats could be less important. This would make more multiclassing options viable, instead of only those that overlap with a primary or secondary stat. Second, one could lower ability scores overall. There is a boring sameness in the number of two-18 1st level characters. Moreover, increases in abilities over levels create all sorts of math problems (masterwork armor, sagging NADs, etc.). So just scrap 'em.
I'm all over this one. Not necessarily for all the reasons you mention, but because it's a whole lot easier for me!Didn't see these mentioned, they're pretty much on the subject of powers:
1) more general/accessible power selection. For example: The at-will Cleave power seems like a power that any strength based weapon user should have a choice of taking (barbarians and wardens most obviously, but straladins, rangers seem like they should have the choice and even avengers getting a wisdom based version seems within reasonability). But they can't. Essentials seems to approach this idea with power attack being shared between rangers and fighters, and giving healing word to sentinals. But they kind of fail as well since it isn't obvious if a knight can take a stance at-will that only appears on the slayer list (similar things with the scout and hunter). Ideally there would be pools of powers that like minded classes could choose from by default. That way instead of having to make 20-30 new powers for every new class, and trying to make sure those powers aren't similar to other powers (which I think has lead to some really odd/unintuitive powers) you could easily make a class, maybe give a few unique powers when you think there's a gap, but otherwise make use of all the other powers already written.
On the topic of rituals, I must admit that I've never personally felt there's any problem with them. They're infrequently used, and I think that's always been the intent.
The problem that I personally perceive is that their cost to learn & use is not neccessarily in synch with their actual utility...not just versus other magic, but also Ritual vs Ritual. The seems to be some inconsistency in the cost/benefit of Rituals.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.