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D&D Older Editions, OSR, & D&D Variants
The Indispensable 4e
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<blockquote data-quote="Neonchameleon" data-source="post: 5892896" data-attributes="member: 87792"><p>Ease of prep and transparency of math are essential.</p><p> </p><p>Healing surges - they justify hit points and mean that there's a difference between a bandaged wound and an unbandaged one. (Changing the name 'healing surges' to something more like 'physical resilliance' would help).</p><p> </p><p>Options for the fighter as much as the wizard. And an end to Linear Fighter/Quadratic Wizard. This ties in with (almost) every class being the best there is at what they do in 4e. (That said, simple fighters should definitely be possible and it took until Essentials to get them).</p><p> </p><p>Marking/Defender Aura/some means of stickiness and threat for the fighter to make sure that even if you are next to both fighter and wizard, taking your eye off the fighter is <em>still</em> a bad plan.</p><p> </p><p>Forced movement if you are going to use a battlemat (if you don't then I don't care - but the easy ability to push monsters into their own pit traps, or into latrines is just fun).</p><p> </p><p>The healbot being a tiny niche, not the default. (Some people like to play them - it takes all sorts).</p><p> </p><p>Warlords. (Can be rolled up into the fighter class as an alternative for the marking mechanic for all I care, but the martial leader needs to be there).</p><p> </p><p>Rituals. I want the option to run a game where wizards are people with dribbly candlewax who need to set up magic circles. And anyone in their senses uses a sword (or other weapon) in combat because magic takes too long. This fits more of the myths I am familiar with than the D&D wizard.</p><p></p><p>At Will spells and cantrips you can cast until you get bored. It makes the wizard class magical.</p><p> </p><p></p><p> </p><p>1: Everything is in front of you in the MM. No "And casts like a seventh level sorceror" nonsense that means you need to prepare an entire list of spells. Equally if I need the NPCs to have set out of combat abilities, I can trivially just give them to them - I don't need to look up the Detect Thoughts spell and the like for the Succubus. (And MM3, MV, MV:NV, and DSCS monster fights are entertaining).</p><p> </p><p>2: Balance. If I want a simple fight the post-MM3 XP budget system <em>works</em> (more or less). I can pick my monsters just by spending an XP budget without needing to check the PCs weapons for damage or working out whether the party's a Wizard, a Cleric, a Druid, and an Artificer, or a Fighter, a Rogue, a Ranger, and a Bard. The PCs will be <em>approximately</em> as powerful in either case.</p><p> </p><p>3: Ease of levelling/transparent math. It's easy to shift a monster a few levels. You just add certain static constants - the only one that really varies by monster type is hit points. You don't need to recalculate surges.</p><p> </p><p>1 and 2 combine to make sure that unless preparing for a boss I can spend about ten minutes picking my monsters thematically and I'm done with the mechanical side of prep-work. 3 helps for elites if I want to hand-craft. And with 1 and 2 I'm quite capable of simply looking the monsters up <em>at the table</em> when the PCs do something that comes under the heading of 'insane PC plans'.</p><p> </p><p>4: Strategic control. I can prepare for PCs with a decent range of options I can more or less forsee. There's no teleport spell that means I can't even tell which continent they will be on (unless I've given them a teleport circle - the ends are fixed there).</p><p> </p><p>This adds to the above in that I need to prepare a lot less because the PCs can't trivially shatter my prep work. And when they break it, 1 and 2 come into play so I'm not scrambling to work out what spells that dragon has.</p><p> </p><p></p><p> </p><p>Agreed emphatically. Actually, I've no objection to healing as a standard <em>as well</em>. But there should be nothing that forces the party to heal as a minor action.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5892896, member: 87792"] Ease of prep and transparency of math are essential. Healing surges - they justify hit points and mean that there's a difference between a bandaged wound and an unbandaged one. (Changing the name 'healing surges' to something more like 'physical resilliance' would help). Options for the fighter as much as the wizard. And an end to Linear Fighter/Quadratic Wizard. This ties in with (almost) every class being the best there is at what they do in 4e. (That said, simple fighters should definitely be possible and it took until Essentials to get them). Marking/Defender Aura/some means of stickiness and threat for the fighter to make sure that even if you are next to both fighter and wizard, taking your eye off the fighter is [I]still[/I] a bad plan. Forced movement if you are going to use a battlemat (if you don't then I don't care - but the easy ability to push monsters into their own pit traps, or into latrines is just fun). The healbot being a tiny niche, not the default. (Some people like to play them - it takes all sorts). Warlords. (Can be rolled up into the fighter class as an alternative for the marking mechanic for all I care, but the martial leader needs to be there). Rituals. I want the option to run a game where wizards are people with dribbly candlewax who need to set up magic circles. And anyone in their senses uses a sword (or other weapon) in combat because magic takes too long. This fits more of the myths I am familiar with than the D&D wizard. At Will spells and cantrips you can cast until you get bored. It makes the wizard class magical. 1: Everything is in front of you in the MM. No "And casts like a seventh level sorceror" nonsense that means you need to prepare an entire list of spells. Equally if I need the NPCs to have set out of combat abilities, I can trivially just give them to them - I don't need to look up the Detect Thoughts spell and the like for the Succubus. (And MM3, MV, MV:NV, and DSCS monster fights are entertaining). 2: Balance. If I want a simple fight the post-MM3 XP budget system [I]works[/I] (more or less). I can pick my monsters just by spending an XP budget without needing to check the PCs weapons for damage or working out whether the party's a Wizard, a Cleric, a Druid, and an Artificer, or a Fighter, a Rogue, a Ranger, and a Bard. The PCs will be [I]approximately[/I] as powerful in either case. 3: Ease of levelling/transparent math. It's easy to shift a monster a few levels. You just add certain static constants - the only one that really varies by monster type is hit points. You don't need to recalculate surges. 1 and 2 combine to make sure that unless preparing for a boss I can spend about ten minutes picking my monsters thematically and I'm done with the mechanical side of prep-work. 3 helps for elites if I want to hand-craft. And with 1 and 2 I'm quite capable of simply looking the monsters up [I]at the table[/I] when the PCs do something that comes under the heading of 'insane PC plans'. 4: Strategic control. I can prepare for PCs with a decent range of options I can more or less forsee. There's no teleport spell that means I can't even tell which continent they will be on (unless I've given them a teleport circle - the ends are fixed there). This adds to the above in that I need to prepare a lot less because the PCs can't trivially shatter my prep work. And when they break it, 1 and 2 come into play so I'm not scrambling to work out what spells that dragon has. Agreed emphatically. Actually, I've no objection to healing as a standard [I]as well[/I]. But there should be nothing that forces the party to heal as a minor action. [/QUOTE]
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