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<blockquote data-quote="Tony Vargas" data-source="post: 4362530" data-attributes="member: 996"><p>Opposed skill checks. One of the big deals made in 4e was that there would only be one resolution system: roll d20 vs target. Opposed checks provide a moving target. Solution: In all cases, the character using an action to make a skill check should use the opposing character's 'passive' number as his target. So, if you hide from someone on your turn, you make a stealth check vs his passive perception, on his turn, he makes a perception check vs your passive stealth. Keeps it consistent.</p><p></p><p>Multiclassing to Paragon Paths. One of the few possible points of multiclassing is to snag a paragon path from another class, but, often, Paragon Paths have one or more features or abilities that are meaningless without a native class feature - forever unobtainable to the multiclasser. Either Paths should be purged of such dependencies, or class features should be obtainable to multiclassers (perhaps in a watered down version via yet another sort of multiclassing feat). </p><p></p><p>Unique Powers: While giving ever class the same progression simplified things, it could also have gone a long way towards allowing customizeability. If powers were balanced for thier level, rather than balanced for thier class, they could be grouped more generically by power source, rather than having to have 'unique' powers for different classes that were actually identical (like Sure Strike and Careful Strike). Also, maybe we wouldn't need so darn many 'Gerunding Nonsequitor Attack' power-names that are unevocative or falsely evocative & don't help your remember what the power does or anything.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 4362530, member: 996"] Opposed skill checks. One of the big deals made in 4e was that there would only be one resolution system: roll d20 vs target. Opposed checks provide a moving target. Solution: In all cases, the character using an action to make a skill check should use the opposing character's 'passive' number as his target. So, if you hide from someone on your turn, you make a stealth check vs his passive perception, on his turn, he makes a perception check vs your passive stealth. Keeps it consistent. Multiclassing to Paragon Paths. One of the few possible points of multiclassing is to snag a paragon path from another class, but, often, Paragon Paths have one or more features or abilities that are meaningless without a native class feature - forever unobtainable to the multiclasser. Either Paths should be purged of such dependencies, or class features should be obtainable to multiclassers (perhaps in a watered down version via yet another sort of multiclassing feat). Unique Powers: While giving ever class the same progression simplified things, it could also have gone a long way towards allowing customizeability. If powers were balanced for thier level, rather than balanced for thier class, they could be grouped more generically by power source, rather than having to have 'unique' powers for different classes that were actually identical (like Sure Strike and Careful Strike). Also, maybe we wouldn't need so darn many 'Gerunding Nonsequitor Attack' power-names that are unevocative or falsely evocative & don't help your remember what the power does or anything. [/QUOTE]
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