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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
suggestions for 4e ideas easy enough to HR now?
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<blockquote data-quote="evilbob" data-source="post: 3944776" data-attributes="member: 9789"><p>Thanks for all the interesting ideas!</p><p></p><p>So far, here is my list of suggestions that I think would probably be easy to integrate:</p><p></p><p>- Reduce dwarves to low-light vision. This seems fair, given that they're already the strongest base race.</p><p></p><p>- Reduce necessity/reliance on alignment for most monsters/NPCs. Simple.</p><p></p><p>- Change "rage" to +2 bonus to attack/damage. You lose the HP and AC penalty, but gain a whole lot fewer calculations. (A high-level, two-handed barbarian who rages has to basically keep another sheet just for all the numbers - I've seen it in action, and it's not pretty.) This mechanic would work well if extended to all sorts of other similar situations, too: for example, <em>bull's strength</em> just gives +2 to attack and damage. Forget all the calculations: just add 2 and get on with it.</p><p></p><p>- Change grapple to basically one simple mechanic. I'm thinking just make all grapple stuff "grapple checks" that are basically just part of other actions (with the option of using Escape Artist instead of grapple) and leave it at that. Wanna grapple? Grapple check. Wanna do something while grappled? Grapple check. Forget all the other conditions and special situations: do whatever you like, but make a grapple check as part of the action. You win: do the action. You lose: action wasted.</p><p></p><p></p><p>This list is of ideas that are really close, but still need something to really make sure they are balanced evenly within the existing 3.5 landscape:</p><p></p><p>- Remove all +X stat/armor/save items. Instead, give a static +1 to AC, saves, and choice of stat every three levels. (I'm assuming this is in addition to the +1 stat every 4 levels?) The big drawback I see to this is a massive boost in gold for all characters. And I don't think the suggested "double cost for all +X weapon/armors" would fill this gap well, as it would be a massive boon to casters (who ignore that stuff anyway) and a huge penalty to warriors (who depend on those items for their class). However, if it could be balanced fairly, I do like this idea.</p><p></p><p>- Action points. Not sure how to balance the "pure PC gain" that they give - other than maybe allowing "bosses" to have action points as well, but that still seems to favor PCs. However, this might not really be a bad thing.</p><p></p><p>- Reduce "rest" time for PCs - potentially down to 2 hours from 8. This hurts per-day items but increases caster power tremendously (and to a small extent, HP-based classes, who are getting healed more often). I like the idea of speeding up play, but the "per day" mechanic would also need a fix - and changing it to "per encounter" is too much, while "per 4 encounters" (theoretically what it "should" be) is too much bookkeeping. Other ideas?</p><p></p><p></p><p>Here are ideas that I think would be tougher to integrate:</p><p></p><p>- Monster minion/elite/master templates. Seems like too much to worry about when monsters already have CRs. This would add flavor, yes, but it means hand-adjusting every single monster the players encounter. If it were as simple as "1/2 HP = -2 CR" and "x2 HP = +2 CR" then I think it'd be worth it - and I might still try that - but once you start trying to adjust casters, you're asking for serious trouble. Not only are they 10x harder to run already, but you're just as likely to forget special tweaks other than solid, simple numbers (like HP) as not.</p><p></p><p>- Reducing AoOs. Too much of the 3.5 battle mechanic relies on these; it would take a major overhaul to remove them.</p><p></p><p>- Changing +/- 4s to +/- 5s. Doesn't seem to really make the math easier, and would be one more rule to remember/get wrong.</p><p></p><p>- Unearthed Arcana's recharge times. Any mechanic that requires referencing a 3-page table every single time it is used is idiotic.</p><p></p><p></p><p></p><p>MojoGM: I'm curious about the spell levels idea you had - what is that?</p><p></p><p>Another idea I really like but am not sure how to integrate is having casters basically have "per encounter" spells along with their "per day" and/or "per session" stuff. I've already thought of including Eternal Wands - only give them 3/day and make them the same cost as 50 charge ones. This seems to helps shore up the per-encounter numbers fairly well without really hurting any other balance. Other thoughts?</p></blockquote><p></p>
[QUOTE="evilbob, post: 3944776, member: 9789"] Thanks for all the interesting ideas! So far, here is my list of suggestions that I think would probably be easy to integrate: - Reduce dwarves to low-light vision. This seems fair, given that they're already the strongest base race. - Reduce necessity/reliance on alignment for most monsters/NPCs. Simple. - Change "rage" to +2 bonus to attack/damage. You lose the HP and AC penalty, but gain a whole lot fewer calculations. (A high-level, two-handed barbarian who rages has to basically keep another sheet just for all the numbers - I've seen it in action, and it's not pretty.) This mechanic would work well if extended to all sorts of other similar situations, too: for example, [I]bull's strength[/I] just gives +2 to attack and damage. Forget all the calculations: just add 2 and get on with it. - Change grapple to basically one simple mechanic. I'm thinking just make all grapple stuff "grapple checks" that are basically just part of other actions (with the option of using Escape Artist instead of grapple) and leave it at that. Wanna grapple? Grapple check. Wanna do something while grappled? Grapple check. Forget all the other conditions and special situations: do whatever you like, but make a grapple check as part of the action. You win: do the action. You lose: action wasted. This list is of ideas that are really close, but still need something to really make sure they are balanced evenly within the existing 3.5 landscape: - Remove all +X stat/armor/save items. Instead, give a static +1 to AC, saves, and choice of stat every three levels. (I'm assuming this is in addition to the +1 stat every 4 levels?) The big drawback I see to this is a massive boost in gold for all characters. And I don't think the suggested "double cost for all +X weapon/armors" would fill this gap well, as it would be a massive boon to casters (who ignore that stuff anyway) and a huge penalty to warriors (who depend on those items for their class). However, if it could be balanced fairly, I do like this idea. - Action points. Not sure how to balance the "pure PC gain" that they give - other than maybe allowing "bosses" to have action points as well, but that still seems to favor PCs. However, this might not really be a bad thing. - Reduce "rest" time for PCs - potentially down to 2 hours from 8. This hurts per-day items but increases caster power tremendously (and to a small extent, HP-based classes, who are getting healed more often). I like the idea of speeding up play, but the "per day" mechanic would also need a fix - and changing it to "per encounter" is too much, while "per 4 encounters" (theoretically what it "should" be) is too much bookkeeping. Other ideas? Here are ideas that I think would be tougher to integrate: - Monster minion/elite/master templates. Seems like too much to worry about when monsters already have CRs. This would add flavor, yes, but it means hand-adjusting every single monster the players encounter. If it were as simple as "1/2 HP = -2 CR" and "x2 HP = +2 CR" then I think it'd be worth it - and I might still try that - but once you start trying to adjust casters, you're asking for serious trouble. Not only are they 10x harder to run already, but you're just as likely to forget special tweaks other than solid, simple numbers (like HP) as not. - Reducing AoOs. Too much of the 3.5 battle mechanic relies on these; it would take a major overhaul to remove them. - Changing +/- 4s to +/- 5s. Doesn't seem to really make the math easier, and would be one more rule to remember/get wrong. - Unearthed Arcana's recharge times. Any mechanic that requires referencing a 3-page table every single time it is used is idiotic. MojoGM: I'm curious about the spell levels idea you had - what is that? Another idea I really like but am not sure how to integrate is having casters basically have "per encounter" spells along with their "per day" and/or "per session" stuff. I've already thought of including Eternal Wands - only give them 3/day and make them the same cost as 50 charge ones. This seems to helps shore up the per-encounter numbers fairly well without really hurting any other balance. Other thoughts? [/QUOTE]
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