Xeviat
Dungeon Mistress, she/her
Hey everyone. I took some time away from 4E to play and digest 5E. I'm loving the player side of the game, for the most part, but I'm really not liking monsters. Players have too few hit points. Combats are fast and swingy. It takes a lot of work to build up exciting combats.
In 4E, every combat I ran was exciting. They may have dragged a little in the last couple of rounds, but I think I've learned how to manage that better now (enemies flee and surrender once their goals are unachievable). I want to get back to running 4th, but the edition has a lot of baggage for me. So, I wanted to discuss some changes I wanted to do, and gather some ideas on how to do them.
Parse the Classes
I want to limit the classes to a core set of 12-14 classes. Likely, these will be the 12 5E classes and possibly the Psion and a Soul Knife/Battlemind type friend. The other classes will be merged with their similar friends. Warlords are a fighter subclass, invokers are clerics, avengers are paladins, etc.
Parse the Powers
One thing I didn't like about 4E classes was that reading the classes was boring. I didn't want to read over a giant list of powers to get an idea of the class. Class abilities are far easier to get your head around. Essentials cleaned this up a bit, so I'll be looking there for inspiration. Mostly, I intend to merge a lot of powers and have a Maneuver section and a Spell section. Each class will have their maneuver and/or spell list, but rather than having 8 different level 1 encounter powers for 2[W]+ability mod plus slow, there will be one that many get to choose from.
FSBNNR
Feats should be nice, not required: my mantra during the days of 3E Psionics. I want to recast feats as modifiers, not strict power increases. Feats will remove penalties and add options, they won't strictly raise your power. This means feats to learn new powers without getting new power "slots" (new at-wills, new encounter or daily choices), but nothing like "+2 damage because you're cool". New ability score scaling will cover the missing feat bonuses and balance the math hole.
Class is separate from Role
As the Slayer Fighter, Hunter Ranger, Blackguard Paladin, and Guardian Druid of post essentials 4E showed, classes can be multiple roles. Rolls will be a function of subclass choice, not class choice. A wizard could be a defender (summoner with a big monster), a leader (abjurer with a lot of buffs), striker (evoker), or controller. The "core four" classes will have options for all four roles. Other classes will be more limited. Druids and Bards will have some ability to switch roles (through wild shape and through songs).
What are your thoughts? My intent is to keep the monster math the same, but adjust the player side of things so it's simpler and more classic appearing. Most of my group doesn't like 4E, but their dislike (from their own explanations) doesn't seem insurmountable.
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In 4E, every combat I ran was exciting. They may have dragged a little in the last couple of rounds, but I think I've learned how to manage that better now (enemies flee and surrender once their goals are unachievable). I want to get back to running 4th, but the edition has a lot of baggage for me. So, I wanted to discuss some changes I wanted to do, and gather some ideas on how to do them.
Parse the Classes
I want to limit the classes to a core set of 12-14 classes. Likely, these will be the 12 5E classes and possibly the Psion and a Soul Knife/Battlemind type friend. The other classes will be merged with their similar friends. Warlords are a fighter subclass, invokers are clerics, avengers are paladins, etc.
Parse the Powers
One thing I didn't like about 4E classes was that reading the classes was boring. I didn't want to read over a giant list of powers to get an idea of the class. Class abilities are far easier to get your head around. Essentials cleaned this up a bit, so I'll be looking there for inspiration. Mostly, I intend to merge a lot of powers and have a Maneuver section and a Spell section. Each class will have their maneuver and/or spell list, but rather than having 8 different level 1 encounter powers for 2[W]+ability mod plus slow, there will be one that many get to choose from.
FSBNNR
Feats should be nice, not required: my mantra during the days of 3E Psionics. I want to recast feats as modifiers, not strict power increases. Feats will remove penalties and add options, they won't strictly raise your power. This means feats to learn new powers without getting new power "slots" (new at-wills, new encounter or daily choices), but nothing like "+2 damage because you're cool". New ability score scaling will cover the missing feat bonuses and balance the math hole.
Class is separate from Role
As the Slayer Fighter, Hunter Ranger, Blackguard Paladin, and Guardian Druid of post essentials 4E showed, classes can be multiple roles. Rolls will be a function of subclass choice, not class choice. A wizard could be a defender (summoner with a big monster), a leader (abjurer with a lot of buffs), striker (evoker), or controller. The "core four" classes will have options for all four roles. Other classes will be more limited. Druids and Bards will have some ability to switch roles (through wild shape and through songs).
What are your thoughts? My intent is to keep the monster math the same, but adjust the player side of things so it's simpler and more classic appearing. Most of my group doesn't like 4E, but their dislike (from their own explanations) doesn't seem insurmountable.
Sent from my iPhone using Tapatalk