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Some Thoughts on 4e
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<blockquote data-quote="ronin" data-source="post: 4502368" data-attributes="member: 4872"><p>Thanks for all of the replies. There are some good ideas being thrown out there which is what I was hoping would happen. Now for my own thoughts.</p><p></p><p>Vayden- if I decided to make the martial powers reliable I would not have anything happen on a miss. I was thinking that all along but failed to mention that in my original post. I could see how an extra striker would end combats sooner but in a 5 person party do you think the striker is the one to double up on? We have a 5 person party now and we have 2 leaders- a cleric and a warlord. The additional healing is nice but dealing additional damage would be as well.</p><p></p><p>Milambus- I was really only thinking about clerics and wizards. I think the other classes are interesting and versatile enough with the new choices they get already. I'm just having trouble adjusting to the changes made to clerics and wizards. Funny thing is I only played 5 PCs in the third edition era. They were a monk, fighter, wizard, cleric/monk, and a fighter/rogue. The rest of the time was spent running 2 campaigns. The first went to level 15 and the second level 23. </p><p></p><p>Plane Sailing / mattdm / Nebulous- I really do like the way rituals were handled, I think they are great. I thought about shortening the time to cast one (maybe by having a scroll be a standard action to cast) but it seemed anti "ritualistic" if you know what I mean. A ritual seems like it should take awhile just by the name alone. I have the article from Dragon and once more rituals are published I'll be snatching those up too!</p><p></p><p>DracoSauve- I like that the classes are evenly powered though it did take a bit for me to adjust. I'm still adjusting to everyone pushing, pulling, and teleporting all over the battlefield as well. I like the tactical options but it doesn't seem as "D&D" to me yet as the older editions. I really DM more than anything else so I am looking forward to that part being simpler. I usually run published stuff but for the first time ever I am planning a home brew campaign. That alone tells me something positive about the game.</p><p></p><p>I think after reading the suggestions so far I like a combination of ideas. Give clerics and wizards access to spells as in previous editions combined with letting the other classes choose 2 dailys and utilities at each level instead of just one. I'm open to more suggestions however so keep them coming!</p></blockquote><p></p>
[QUOTE="ronin, post: 4502368, member: 4872"] Thanks for all of the replies. There are some good ideas being thrown out there which is what I was hoping would happen. Now for my own thoughts. Vayden- if I decided to make the martial powers reliable I would not have anything happen on a miss. I was thinking that all along but failed to mention that in my original post. I could see how an extra striker would end combats sooner but in a 5 person party do you think the striker is the one to double up on? We have a 5 person party now and we have 2 leaders- a cleric and a warlord. The additional healing is nice but dealing additional damage would be as well. Milambus- I was really only thinking about clerics and wizards. I think the other classes are interesting and versatile enough with the new choices they get already. I'm just having trouble adjusting to the changes made to clerics and wizards. Funny thing is I only played 5 PCs in the third edition era. They were a monk, fighter, wizard, cleric/monk, and a fighter/rogue. The rest of the time was spent running 2 campaigns. The first went to level 15 and the second level 23. Plane Sailing / mattdm / Nebulous- I really do like the way rituals were handled, I think they are great. I thought about shortening the time to cast one (maybe by having a scroll be a standard action to cast) but it seemed anti "ritualistic" if you know what I mean. A ritual seems like it should take awhile just by the name alone. I have the article from Dragon and once more rituals are published I'll be snatching those up too! DracoSauve- I like that the classes are evenly powered though it did take a bit for me to adjust. I'm still adjusting to everyone pushing, pulling, and teleporting all over the battlefield as well. I like the tactical options but it doesn't seem as "D&D" to me yet as the older editions. I really DM more than anything else so I am looking forward to that part being simpler. I usually run published stuff but for the first time ever I am planning a home brew campaign. That alone tells me something positive about the game. I think after reading the suggestions so far I like a combination of ideas. Give clerics and wizards access to spells as in previous editions combined with letting the other classes choose 2 dailys and utilities at each level instead of just one. I'm open to more suggestions however so keep them coming! [/QUOTE]
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