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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
New Year, New 4e
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<blockquote data-quote="RangerWickett" data-source="post: 6067009" data-attributes="member: 63"><p>The character builder is untenable until Wizards excises 90% of the feats. Ditto items. Design should have been broader. Give feats less specific flavor and mechanics. </p><p></p><p>If you could just use Essentials, the game would work better. I don't know why there isn't a toggle for that in the CB.</p><p></p><p>Also, it'd be nice if you could get more of the 'bounded accuracy' that 5e is looking at. Then have less necessity for the party to keep leveling up gear.</p><p></p><p>Actually, the more I look at it, I don't think it's ideal to try to fix 4e; that implies keeping it compatible with most of the material produced for the game. I'd rather take the game design ideas that worked in late 4e and build a robust, compact system.</p><p></p><p><strong>Heavy Duty Revision Ideas</strong></p><p>Reduce the static level-based bonuses, so you get +0 to +5 instead of +0 to +15. HP and damage scaling works fine, I think.</p><p></p><p>Design 24 monster stat blocks - minion, standard, elite, and solo, at levels 1, 6, 11, 16, 21, and 26. Have simple templates for the different roles (artillery, +2 to hit with ranged, bonus damage; brute, +25% hp, bonus damage; soldier, +2 defenses; etc.). </p><p></p><p>Monster stats should be simple; the monster entries should focus on tactics, tricks, and novel actions. Liberally use 'page 42' to adjudicate these. A tiger has the same stats as an ogre (lvl 6 standard brute), but one pounces and rakes, while the other wallops people away or grabs them to use them as human shields or improvised weapons.</p><p></p><p>I guess keep the essential classes as is. I'd love to do rewrites, but they'll do for now. Don't allow non-essential powers, though. </p><p></p><p>Magic items no longer have levels. Enhancement bonuses only are +1. Never higher.</p><p></p><p>Like I said, though, it's a big overhaul.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6067009, member: 63"] The character builder is untenable until Wizards excises 90% of the feats. Ditto items. Design should have been broader. Give feats less specific flavor and mechanics. If you could just use Essentials, the game would work better. I don't know why there isn't a toggle for that in the CB. Also, it'd be nice if you could get more of the 'bounded accuracy' that 5e is looking at. Then have less necessity for the party to keep leveling up gear. Actually, the more I look at it, I don't think it's ideal to try to fix 4e; that implies keeping it compatible with most of the material produced for the game. I'd rather take the game design ideas that worked in late 4e and build a robust, compact system. [b]Heavy Duty Revision Ideas[/b] Reduce the static level-based bonuses, so you get +0 to +5 instead of +0 to +15. HP and damage scaling works fine, I think. Design 24 monster stat blocks - minion, standard, elite, and solo, at levels 1, 6, 11, 16, 21, and 26. Have simple templates for the different roles (artillery, +2 to hit with ranged, bonus damage; brute, +25% hp, bonus damage; soldier, +2 defenses; etc.). Monster stats should be simple; the monster entries should focus on tactics, tricks, and novel actions. Liberally use 'page 42' to adjudicate these. A tiger has the same stats as an ogre (lvl 6 standard brute), but one pounces and rakes, while the other wallops people away or grabs them to use them as human shields or improvised weapons. I guess keep the essential classes as is. I'd love to do rewrites, but they'll do for now. Don't allow non-essential powers, though. Magic items no longer have levels. Enhancement bonuses only are +1. Never higher. Like I said, though, it's a big overhaul. [/QUOTE]
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