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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Indispensable 4e
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<blockquote data-quote="jbear" data-source="post: 5892870" data-attributes="member: 75065"><p>Okay, I'll play.</p><p></p><p>Easy, Moderate and Hard DCs. I don't want to have to figure out a specific DC if someone is climing up a cliff using a knotted rope and it is raining. I just want to be able to make a judgement call on how hard such and action is and have a number I can reference <strong>from my head</strong> on the fly. </p><p></p><p>Rack up another point for monster design. Want to add more fluff. Super. But monsters that I can design myself in 3-5 minutes (or less!) from scratch. Yes please. </p><p></p><p>Wizards that don't use crossbows. At will cantrips are also cool. The wizard always feels wizardy even when his big guns are spent. And in the same breath Wizards that don't eventually bust the game due to sheer god-like power.</p><p></p><p>Fighters that do more than swing what they have in their hand. Daily powers? Not fussed. Encounter powers, neither. But cool cinematic awesomeness in some form: yes please.</p><p></p><p>Dynamic combat where terrain and terrain features really matter, can and should be interacted with. Sure, make combat more slick and quick. Reduce HPs all you like. But let's keep combat tactical or at least a well developed option for tactical for those of us that enjoy it please.</p><p></p><p>An option for robust lvl 1 PC's. Or at least no 1 HP wizards. Have an option for zeros but please have an option to start as heroes. </p><p></p><p>No dumb monsters ... like individual cats. Or rats. Swarms on the other hand are awesome. Keep swarms for sure! And minions. But I don't want my hero to be attacked by a rat.</p><p></p><p>Standardised XP charts. I dont want more things to memorise. I want to be able to memorise all the essential parts of the system. Personally I don't like to bother tracking individual PC XP. My players all advance at the same rate. Also, many people don't use XP and just advance at certain times. Having standard xp for all classes facilitates this as well. </p><p></p><p>I'd like there to exist an option for 'a way to save out of paralysing or immobilising effects etc' other than waiting til the effect ends. </p><p></p><p>I like Healing that relates to PC Hps as opposed to solely spell level. I like the idea of self healing. If this was changed to THP, I could live with that. Or a more organic form of HSurges. That would be fine too. But I do like the idea that PCs can reach a limit of the amount they can be healed in a day. I'm fine if how HPs are recovered is altered to be less instant as long as the system for recovery is simple and not cumbersome.</p><p></p><p>I want a game with a character builder and a monster builder. And just in case anyone from WotC is reading this, I want a VTT that incorporates those two features but also lets me use my own tokens, customise my own monsters, customise my own PCs and items and import my own maps. If I get that you will have a faithful digital customer. If you incorporate a campaign wiki feature that can link to these tools ... ehem ...But I digress.</p><p></p><p>Artifacts that come and go. I think the artifact system that designs them to appear into teh PCs life for a time and then leave is really nifty. They did not get magic items right in 4e, but I think thye made some pretty awesome artifacts.</p><p></p><p>Disease track. I think this is another really neat sub system. And it's so easy to apply to poison or curses.</p><p></p><p>Rituals. Again I have to agree with others. In theory. My groups cleric loved having rituals but only ever used them 3 times in 11 levels of adventure. Because it was costly, time consuming and clumsy to do so. Those 3 times however made for very memorable moments of the campaign. </p><p></p><p>Easy to understand challenge metre to judge the challenge you are throwing at the PCs. In 4e terms XP buy. I don't mind if the encounter is a given feature of the game but I still want to be able to calculate quickly and easily an appropriate level challenge (be it dungeon level or room by room), an easy challenge a difficult challenge or a very difficult challenge for the PCs depending on level. This makes prep much faster. </p><p></p><p>I like the action point. Call it adrenaline surge. I don't care. It's a cool mechanic. </p><p></p><p>No confirm on critical hits. Roll a 20 = awesome. Not roll a 20 and maybe it's awesome. Of course I have a house rule to roll a confirmed critical which if confirmed something even more awesome happens. So I'd be fine with something like that.</p><p></p><p>Tiers of Play. Yep, I like how there are certain stages where your character reaches different levels of awesome and becomes more customised. I'd like to see a epic level tier however that was fully supported however.</p><p></p><p>NADs. Yeah, I think this is a great simplification. I know this is a touchy one for a lot of people. But I think its a great idea. I think touch and flat footed AC are an unnecessary complication. </p><p></p><p>The option of 1-1 movement. I understand this makes diagonal movement advantageous, but it also removes an element that does slow down gameplay fro some people.</p><p></p><p>How Resistance and Vulnerability is handled.</p><p></p><p>The alignment: unaligned</p><p></p><p>An option for ability point buy</p><p></p><p>Classes that are equally as good as all the others. No classes that suck. No classes that are clearly better options than others. They can be very different but all should be as good as each other, just in different ways.</p></blockquote><p></p>
[QUOTE="jbear, post: 5892870, member: 75065"] Okay, I'll play. Easy, Moderate and Hard DCs. I don't want to have to figure out a specific DC if someone is climing up a cliff using a knotted rope and it is raining. I just want to be able to make a judgement call on how hard such and action is and have a number I can reference [B]from my head[/B] on the fly. Rack up another point for monster design. Want to add more fluff. Super. But monsters that I can design myself in 3-5 minutes (or less!) from scratch. Yes please. Wizards that don't use crossbows. At will cantrips are also cool. The wizard always feels wizardy even when his big guns are spent. And in the same breath Wizards that don't eventually bust the game due to sheer god-like power. Fighters that do more than swing what they have in their hand. Daily powers? Not fussed. Encounter powers, neither. But cool cinematic awesomeness in some form: yes please. Dynamic combat where terrain and terrain features really matter, can and should be interacted with. Sure, make combat more slick and quick. Reduce HPs all you like. But let's keep combat tactical or at least a well developed option for tactical for those of us that enjoy it please. An option for robust lvl 1 PC's. Or at least no 1 HP wizards. Have an option for zeros but please have an option to start as heroes. No dumb monsters ... like individual cats. Or rats. Swarms on the other hand are awesome. Keep swarms for sure! And minions. But I don't want my hero to be attacked by a rat. Standardised XP charts. I dont want more things to memorise. I want to be able to memorise all the essential parts of the system. Personally I don't like to bother tracking individual PC XP. My players all advance at the same rate. Also, many people don't use XP and just advance at certain times. Having standard xp for all classes facilitates this as well. I'd like there to exist an option for 'a way to save out of paralysing or immobilising effects etc' other than waiting til the effect ends. I like Healing that relates to PC Hps as opposed to solely spell level. I like the idea of self healing. If this was changed to THP, I could live with that. Or a more organic form of HSurges. That would be fine too. But I do like the idea that PCs can reach a limit of the amount they can be healed in a day. I'm fine if how HPs are recovered is altered to be less instant as long as the system for recovery is simple and not cumbersome. I want a game with a character builder and a monster builder. And just in case anyone from WotC is reading this, I want a VTT that incorporates those two features but also lets me use my own tokens, customise my own monsters, customise my own PCs and items and import my own maps. If I get that you will have a faithful digital customer. If you incorporate a campaign wiki feature that can link to these tools ... ehem ...But I digress. Artifacts that come and go. I think the artifact system that designs them to appear into teh PCs life for a time and then leave is really nifty. They did not get magic items right in 4e, but I think thye made some pretty awesome artifacts. Disease track. I think this is another really neat sub system. And it's so easy to apply to poison or curses. Rituals. Again I have to agree with others. In theory. My groups cleric loved having rituals but only ever used them 3 times in 11 levels of adventure. Because it was costly, time consuming and clumsy to do so. Those 3 times however made for very memorable moments of the campaign. Easy to understand challenge metre to judge the challenge you are throwing at the PCs. In 4e terms XP buy. I don't mind if the encounter is a given feature of the game but I still want to be able to calculate quickly and easily an appropriate level challenge (be it dungeon level or room by room), an easy challenge a difficult challenge or a very difficult challenge for the PCs depending on level. This makes prep much faster. I like the action point. Call it adrenaline surge. I don't care. It's a cool mechanic. No confirm on critical hits. Roll a 20 = awesome. Not roll a 20 and maybe it's awesome. Of course I have a house rule to roll a confirmed critical which if confirmed something even more awesome happens. So I'd be fine with something like that. Tiers of Play. Yep, I like how there are certain stages where your character reaches different levels of awesome and becomes more customised. I'd like to see a epic level tier however that was fully supported however. NADs. Yeah, I think this is a great simplification. I know this is a touchy one for a lot of people. But I think its a great idea. I think touch and flat footed AC are an unnecessary complication. The option of 1-1 movement. I understand this makes diagonal movement advantageous, but it also removes an element that does slow down gameplay fro some people. How Resistance and Vulnerability is handled. The alignment: unaligned An option for ability point buy Classes that are equally as good as all the others. No classes that suck. No classes that are clearly better options than others. They can be very different but all should be as good as each other, just in different ways. [/QUOTE]
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