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Removing homogenity from 4e
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<blockquote data-quote="Remathilis" data-source="post: 4916026" data-attributes="member: 7635"><p>How to alleviate sameyness (the re-write approach). </p><p></p><p>You have two elements to a typical 4e character: power source and role. Role already plays a major part in defining your character, but power source is generally fluff (having less an effect on character mechanics). Lets make powersource define your rate of advancment.</p><p></p><p>MARTIAL: More at-wills and encounter powers, less dailies.</p><p>ARCANE: More at-wills and dailies, few encounter powers.</p><p>DIVINE: Few At-wills, more encounter powers & dailies</p><p>PRIMAL: Leave as is. Focus on dailies being shapechanging powers and having higher HP than other classes in a role.</p><p>PSIONIC: No encounter powers, power points augment at-wills. </p><p>SHADOW: No Daily powers, but a BOATLOAD of Encounters that can "chain" to form daily-like powers.</p><p>ELEMENTAL: Use current system, but focus on summoning/animal control powers so that Elemental PCs usually work through intermediates (think Beastmaster ranger or shaman). </p><p></p><p>Role would not only define hp/healing surges, but grant an overall bonus to attack, defenses, etc. </p><p></p><p>Classes get "unique" abilities as they advance. For an example, look at a barbarian's "rage strike" which is gained at 5th level (and so far is the only class feature not gained at first). Additional abilities could include non-combat abilities (like detect evil, channel divinities, or evasion) or specific at-wills, encounter, daily or utility powers that are a bit more powerful than a typical at-levels to augment the "loss of choice" at that level.</p><p></p><p>Give ability scores more to do (Int granting skills or languages, etc) to give PCs a requirement to diversify beyond Primary/Secondary/Tertiary/Con/Dump/Dump. </p><p></p><p>Use the Defenses mechanism to determine saves. The current "50/50" save roll is broken (orb-wizard, solos, etc)</p><p></p><p>Get rid of the "feat-tax" feats (Weapon/Implement/Focused Expertise, Paragon/Might Defenses, Melee Weapon Training) and give feats a bit more versatility (something the XX Power books started). Most of these feats could be built back into the "defenders have a faster base attack" mechanic mentioned above.</p><p></p><p>Give monsters more than 1-2 at-wills and 3-5 encounters. Esp true of "NPC" monsters, elites and solos. Anything to avoid "grindspace". </p><p></p><p>I doubt any of that will happen but they are my humble suggestions on what 4e needs to fix to make it truly great IMHO.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4916026, member: 7635"] How to alleviate sameyness (the re-write approach). You have two elements to a typical 4e character: power source and role. Role already plays a major part in defining your character, but power source is generally fluff (having less an effect on character mechanics). Lets make powersource define your rate of advancment. MARTIAL: More at-wills and encounter powers, less dailies. ARCANE: More at-wills and dailies, few encounter powers. DIVINE: Few At-wills, more encounter powers & dailies PRIMAL: Leave as is. Focus on dailies being shapechanging powers and having higher HP than other classes in a role. PSIONIC: No encounter powers, power points augment at-wills. SHADOW: No Daily powers, but a BOATLOAD of Encounters that can "chain" to form daily-like powers. ELEMENTAL: Use current system, but focus on summoning/animal control powers so that Elemental PCs usually work through intermediates (think Beastmaster ranger or shaman). Role would not only define hp/healing surges, but grant an overall bonus to attack, defenses, etc. Classes get "unique" abilities as they advance. For an example, look at a barbarian's "rage strike" which is gained at 5th level (and so far is the only class feature not gained at first). Additional abilities could include non-combat abilities (like detect evil, channel divinities, or evasion) or specific at-wills, encounter, daily or utility powers that are a bit more powerful than a typical at-levels to augment the "loss of choice" at that level. Give ability scores more to do (Int granting skills or languages, etc) to give PCs a requirement to diversify beyond Primary/Secondary/Tertiary/Con/Dump/Dump. Use the Defenses mechanism to determine saves. The current "50/50" save roll is broken (orb-wizard, solos, etc) Get rid of the "feat-tax" feats (Weapon/Implement/Focused Expertise, Paragon/Might Defenses, Melee Weapon Training) and give feats a bit more versatility (something the XX Power books started). Most of these feats could be built back into the "defenders have a faster base attack" mechanic mentioned above. Give monsters more than 1-2 at-wills and 3-5 encounters. Esp true of "NPC" monsters, elites and solos. Anything to avoid "grindspace". I doubt any of that will happen but they are my humble suggestions on what 4e needs to fix to make it truly great IMHO. [/QUOTE]
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