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<blockquote data-quote="Mort" data-source="post: 5468902" data-attributes="member: 762"><p>Let's look at your 4 changes:</p><p></p><p></p><p></p><p>It could but is it a good idea? Good vs. Evil, Law vs. Chaos etc. is iconic in fantasy - do you want to ditch something recognizable that someone looking at the system could latch on to? I suppose you could completely divorce alignment from mechanics and make it purely fluff - or you could go the other direction and actually have alignment really mean something.</p><p></p><p></p><p></p><p>People like class based structure (there was an interesting article by Monte Cook on this a few years back), I think taking away classes would actually drive people away not toward the system. Kind of like, I want to like GURPS, I really do - but while I love the supplements I just can't take the system.</p><p></p><p></p><p></p><p>This has potential - basically give some ideas and basics of what races look like and provide a nice way for people to muck with it.</p><p></p><p></p><p></p><p>Again interesting, but wouldn't you have an even bigger problem than you do now with people jumping up and down "fighters shouldn't cast spells!" </p><p>One thing that could be done is a better narrative portrayal of powers than the ones currently provided.</p><p></p><p>Some things I think could be done (and heck could be done now under 4e):</p><p></p><p>Expand page 42, the section allowing off the cuff manuevers etc, of the DMG into a good chapter of explanations and examples. Too many people think all 4e has to offer is rigid manuevers (hey they're on the character sheet, sometimes even in color) and the perception of this needs to change/expand.</p><p></p><p>Really play up rituals: Rituals are a big departure from before and can really change the pacing of a game/campaign and some of them are just cool (the cure disease ritual is essentialy magic chemo: it might cure you or it might kill you quicker than the disease itself) plus its a true departure from Vancian magic (for better or worse). It actually bugs me that WoTC has stepped back from rituals rather than embracing/expanding them.</p><p></p><p>Use the healing surge mechanic to its full potential: some people really don't like this mechanic, but I see it as a final departure from reliance on the magical medic. Further, it can do such a good job of simulating fatigue, disease, and other conditions usually quite difficult to simulate. Introduce some alternate time mechanics (where you don't heal up after 6 hours) and that could even make some more people happy.</p><p></p><p>Anyway I think the 4e as separate from D&D has long since sailed but I certainly think 4e has more potential than many (including unfortunately WoTC) are investing in it.</p></blockquote><p></p>
[QUOTE="Mort, post: 5468902, member: 762"] Let's look at your 4 changes: It could but is it a good idea? Good vs. Evil, Law vs. Chaos etc. is iconic in fantasy - do you want to ditch something recognizable that someone looking at the system could latch on to? I suppose you could completely divorce alignment from mechanics and make it purely fluff - or you could go the other direction and actually have alignment really mean something. People like class based structure (there was an interesting article by Monte Cook on this a few years back), I think taking away classes would actually drive people away not toward the system. Kind of like, I want to like GURPS, I really do - but while I love the supplements I just can't take the system. This has potential - basically give some ideas and basics of what races look like and provide a nice way for people to muck with it. Again interesting, but wouldn't you have an even bigger problem than you do now with people jumping up and down "fighters shouldn't cast spells!" One thing that could be done is a better narrative portrayal of powers than the ones currently provided. Some things I think could be done (and heck could be done now under 4e): Expand page 42, the section allowing off the cuff manuevers etc, of the DMG into a good chapter of explanations and examples. Too many people think all 4e has to offer is rigid manuevers (hey they're on the character sheet, sometimes even in color) and the perception of this needs to change/expand. Really play up rituals: Rituals are a big departure from before and can really change the pacing of a game/campaign and some of them are just cool (the cure disease ritual is essentialy magic chemo: it might cure you or it might kill you quicker than the disease itself) plus its a true departure from Vancian magic (for better or worse). It actually bugs me that WoTC has stepped back from rituals rather than embracing/expanding them. Use the healing surge mechanic to its full potential: some people really don't like this mechanic, but I see it as a final departure from reliance on the magical medic. Further, it can do such a good job of simulating fatigue, disease, and other conditions usually quite difficult to simulate. Introduce some alternate time mechanics (where you don't heal up after 6 hours) and that could even make some more people happy. Anyway I think the 4e as separate from D&D has long since sailed but I certainly think 4e has more potential than many (including unfortunately WoTC) are investing in it. [/QUOTE]
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