The fear of the Wight is the beginning of wisdom

Hmm... tangential to the discussion, I miss having damage differentiated as bludgeoning, piercing and slashing. Really, I think 3.5 did damage reduction fairly well, although I'd also keep DR 5/+2 and the like- there really wasn't much reason to increase your enhancement bonus.

Part of me misses the old damage type vs armour type from 2E, but it did slow things down a lot.

I have an issue with 4E's magic item bonuses. They're not in any way special. In fact, they're assumed by the system math. In OD&D, BECMI and AD&D, a +1 item meant you actually had +1 beyond what the system math assumed. In 4E you don't actually get a +1 bonus when you get a +1 weapon, you just no longer have a -1 penalty as the monsters all went up +1 on their defenses because they're a level higher than the monsters you were fighting last level.

I'm in the process of ripping out leveling as a pacing mechanic from 4E and restoring some sort of leveling as power accumulation mechanic. Once that's sufficiently complete and tested, I can probably add in a 3.x DR/+weapon system.

Here's a thought on making energy drain "OH CRAP!!!" scary: How about lose a healing surge, plus lose a surge at the start of your turn (save ends)?

I really, really, really like the idea of Lose a healing surge (save ends). My last session ended with the group going into some ancient catacombs where a necromancer is using the corpses of ancient Eladrin kings to create powerful undead. There's definitley going to be more wights in there.
 

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