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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="Tigris" data-source="post: 9569647" data-attributes="member: 7043270"><p>I ignore (once again) the try of people completly sidetracking the discussion. So instead I want to answer the question about what I would do different in a 4E revised:</p><p></p><p><span style="font-size: 26px"><span style="font-size: 26px">4E Revised part 1: </span>Streamlining:</span></p><p></p><p>I know some people will not like some of these things but they make the game easier to understand.</p><ul> <li data-xf-list-type="ul">Using straight ability modifiers. +4 not 18 etc.<ul> <li data-xf-list-type="ul">You get simple ability arrays to choose from (as if you had 23 points instead of 22)</li> <li data-xf-list-type="ul">Classes just get more health no more con to health just depending on normal con you would have.</li> <li data-xf-list-type="ul">Each class has a main modifier (or choose one).</li> <li data-xf-list-type="ul">And on level X4 a non main stat is increased</li> <li data-xf-list-type="ul">On level X8 your main stat is increased.</li> <li data-xf-list-type="ul">Level 21 all stats will be increased</li> </ul></li> <li data-xf-list-type="ul">You dont get any + hit at all when leveling up (except if there are class features or +3 weapon / advanced implement)<ul> <li data-xf-list-type="ul">So increased stats only increase damage etc.</li> <li data-xf-list-type="ul">Item bonus give only damage</li> <li data-xf-list-type="ul">There are no feat bonus to hit</li> </ul></li> <li data-xf-list-type="ul">Monsters also dont increase in hit.<ul> <li data-xf-list-type="ul">However GMs adapt defenses and attack of monsters by 1 for each difference of level to players. (This is done automatically in adventurs. And monster manual pdf etc. can do this adaption</li> <li data-xf-list-type="ul">This makes the "math fix feats" unneeded as well as the alternative rule for less magical items</li> </ul></li> <li data-xf-list-type="ul">When you deal several types of damage at the same time only highest weakness of enemy counts no stacking.</li> <li data-xf-list-type="ul">Most bonuses will get a type. No more huge stacking of untyped bonuses.<ul> <li data-xf-list-type="ul">The bonuses from expertise feats are however baked into the weapon types / implement types directly.</li> </ul></li> <li data-xf-list-type="ul">Unifying effects:<ul> <li data-xf-list-type="ul">Everything which does +2 to an attacks against an enemy or -2 on defenses on enemies just gives combat advantage instead.<ul> <li data-xf-list-type="ul">Combat advantage stacks 2 times</li> </ul></li> <li data-xf-list-type="ul">Enemies/players cant be damaged more often than once from an effect per round</li> <li data-xf-list-type="ul">(Almost?) all damaging areas deal damage deals damage "If you start your turn inside or enter the first time in your turn this deals x damage to you". All the same way to simplify.</li> <li data-xf-list-type="ul">(Almost?) All effects are either "until the end of your next turn" or "save ends". Again simplifying.</li> </ul></li> <li data-xf-list-type="ul">Having all monsters in MM3+ math.<ul> <li data-xf-list-type="ul">In additional for all monsters average and crit damage are written down for attacks. (In case DMs dont want to roll damage and to know what crit damage is).</li> </ul></li> <li data-xf-list-type="ul">Getting rid of small things taking time which is unneded<ul> <li data-xf-list-type="ul">Brutal is changed to no rerolls but things below x (with bigger number) get to X instead</li> <li data-xf-list-type="ul">Writing up for attack how high crit damage is.</li> </ul></li> <li data-xf-list-type="ul">Have a simpler encounter building/XP table<ul> <li data-xf-list-type="ul">For party level X a level X enemy gives 200 XP</li> <li data-xf-list-type="ul">A X-4 enemy gives 100 XP<ul> <li data-xf-list-type="ul">And linear scaling between</li> </ul></li> <li data-xf-list-type="ul">A X+4 enemy gives 400 XP<ul> <li data-xf-list-type="ul">and linear scaling between</li> </ul></li> <li data-xf-list-type="ul">4 Minions (5 in paragon, 6 in epic) are worth the same as a normal enemy</li> <li data-xf-list-type="ul">1 elite = 2 normal enemies</li> <li data-xf-list-type="ul">1 boss = 4 normal enemies</li> <li data-xf-list-type="ul">Traps/Dangerous terrain also have Minion/normal (elite) label and same XP</li> <li data-xf-list-type="ul">Normal encounter = 200-250 xp per player</li> <li data-xf-list-type="ul">Easy encounter = 150-175 XP</li> <li data-xf-list-type="ul">Hard encounter 300-400 XP</li> <li data-xf-list-type="ul">2000 XP per levelup<ul> <li data-xf-list-type="ul">Non combat XP higher /better explained</li> </ul></li> <li data-xf-list-type="ul">(This is almost identical to 4E but constant for all levels)</li> </ul></li> <li data-xf-list-type="ul">(potentially would need more testing): Initiative goes in turn order around table<ul> <li data-xf-list-type="ul">Players who beat average enemy initiative with roll, get extra turn before enemies</li> <li data-xf-list-type="ul">Else always enemies first than players</li> <li data-xf-list-type="ul">(This is mathematically relative similar to normal initiative just less chaotic which helps better turn planing in advance and speeds things up)</li> </ul></li> <li data-xf-list-type="ul">Backgrounds all just give 2 skills and one can choose +1 in one skill and as class skill or +2 to both skills</li> <li data-xf-list-type="ul">Getting rid of all redundant/unnecessary feats and powers (ones which are just worse than others).</li> <li data-xf-list-type="ul">Rattling, Invigorating and Reliable are no longer tags. They are keyword with explanation text in the normal text.</li> <li data-xf-list-type="ul">Same elements ALWAYS attack same defense. (And add element description somewhere explaining that)</li> <li data-xf-list-type="ul"></li> </ul><p></p><p>There are other things like making class differences more obvious but I will talk about that another time</p></blockquote><p></p>
[QUOTE="Tigris, post: 9569647, member: 7043270"] I ignore (once again) the try of people completly sidetracking the discussion. So instead I want to answer the question about what I would do different in a 4E revised: [SIZE=7][SIZE=7]4E Revised part 1: [/SIZE]Streamlining:[/SIZE] I know some people will not like some of these things but they make the game easier to understand. [LIST] [*]Using straight ability modifiers. +4 not 18 etc. [LIST] [*]You get simple ability arrays to choose from (as if you had 23 points instead of 22) [*]Classes just get more health no more con to health just depending on normal con you would have. [*]Each class has a main modifier (or choose one). [*]And on level X4 a non main stat is increased [*]On level X8 your main stat is increased. [*]Level 21 all stats will be increased [/LIST] [*]You dont get any + hit at all when leveling up (except if there are class features or +3 weapon / advanced implement) [LIST] [*]So increased stats only increase damage etc. [*]Item bonus give only damage [*]There are no feat bonus to hit [/LIST] [*]Monsters also dont increase in hit. [LIST] [*]However GMs adapt defenses and attack of monsters by 1 for each difference of level to players. (This is done automatically in adventurs. And monster manual pdf etc. can do this adaption [*]This makes the "math fix feats" unneeded as well as the alternative rule for less magical items [/LIST] [*]When you deal several types of damage at the same time only highest weakness of enemy counts no stacking. [*]Most bonuses will get a type. No more huge stacking of untyped bonuses. [LIST] [*]The bonuses from expertise feats are however baked into the weapon types / implement types directly. [/LIST] [*]Unifying effects: [LIST] [*]Everything which does +2 to an attacks against an enemy or -2 on defenses on enemies just gives combat advantage instead. [LIST] [*]Combat advantage stacks 2 times [/LIST] [*]Enemies/players cant be damaged more often than once from an effect per round [*](Almost?) all damaging areas deal damage deals damage "If you start your turn inside or enter the first time in your turn this deals x damage to you". All the same way to simplify. [*](Almost?) All effects are either "until the end of your next turn" or "save ends". Again simplifying. [/LIST] [*]Having all monsters in MM3+ math. [LIST] [*]In additional for all monsters average and crit damage are written down for attacks. (In case DMs dont want to roll damage and to know what crit damage is). [/LIST] [*]Getting rid of small things taking time which is unneded [LIST] [*]Brutal is changed to no rerolls but things below x (with bigger number) get to X instead [*]Writing up for attack how high crit damage is. [/LIST] [*]Have a simpler encounter building/XP table [LIST] [*]For party level X a level X enemy gives 200 XP [*]A X-4 enemy gives 100 XP [LIST] [*]And linear scaling between [/LIST] [*]A X+4 enemy gives 400 XP [LIST] [*]and linear scaling between [/LIST] [*]4 Minions (5 in paragon, 6 in epic) are worth the same as a normal enemy [*]1 elite = 2 normal enemies [*]1 boss = 4 normal enemies [*]Traps/Dangerous terrain also have Minion/normal (elite) label and same XP [*]Normal encounter = 200-250 xp per player [*]Easy encounter = 150-175 XP [*]Hard encounter 300-400 XP [*]2000 XP per levelup [LIST] [*]Non combat XP higher /better explained [/LIST] [*](This is almost identical to 4E but constant for all levels) [/LIST] [*](potentially would need more testing): Initiative goes in turn order around table [LIST] [*]Players who beat average enemy initiative with roll, get extra turn before enemies [*]Else always enemies first than players [*](This is mathematically relative similar to normal initiative just less chaotic which helps better turn planing in advance and speeds things up) [/LIST] [*]Backgrounds all just give 2 skills and one can choose +1 in one skill and as class skill or +2 to both skills [*]Getting rid of all redundant/unnecessary feats and powers (ones which are just worse than others). [*]Rattling, Invigorating and Reliable are no longer tags. They are keyword with explanation text in the normal text. [*]Same elements ALWAYS attack same defense. (And add element description somewhere explaining that) [*] [/LIST] There are other things like making class differences more obvious but I will talk about that another time [/QUOTE]
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