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<blockquote data-quote="amnuxoll" data-source="post: 4454578" data-attributes="member: 13028"><p>This is a great thread. It's a topic that's been on my mind for a</p><p>while now. The idea of taking the cool detail stuff</p><p>from the 1e DMG is a great one. I dig that. After that I go a</p><p>different route.</p><p></p><p>Foundation: 4e. The game balance, the way it encourages teamwork</p><p> and roleplaying. These are good things.</p><p></p><p>From 3.5e:</p><p></p><p>1. The skill system. I would tweak it some but the concepts of</p><p> points and ranks,while not as intuitive to newbies, is</p><p> worth it. I would use the skills choices from 3.5e but</p><p> consolidate them a little. I would, however, keep the idea that</p><p> you always have a minimum of half your level in ranks for any</p><p> skill. This means that the skill points would be used to buy</p><p> ranks above this maximum.</p><p></p><p>2. Multiclassing. I'm not sure how, but the idea of multiclassing</p><p> would need to come back into the game. While powegamers abused it</p><p> in 3.5e, it also had the benefit of allowing some wonderful</p><p> character concepts. Once possible approach is allowing a PC to</p><p> take each of the multiclass feats more than once but also</p><p> expanding them to include paragon multiclass feats too instead of</p><p> the existing paragon multiclassing mechanic.</p><p></p><p>3. The nine alignments. Alignment would remain a flavor-only trait</p><p> just like it is in 4e, but there's no reason to ditch it. The</p><p> bottom line is that I believe that sometimes the lawful good</p><p> paladin does something evil or chaotic by mistake. This should</p><p> not be grounds for punishing that PC via game mechanics but</p><p> developing the PC via roleplaying.</p><p></p><p>4. The breadth of content. We'll get this eventually but right now</p><p> with so few 4e books out there I'm hungry for more options.</p><p></p><p></p><p>Things to extract from the 4e foundation:</p><p>1. Dragonborn - I dig the idea but, really, they are a powergamer</p><p> race that strikes me as too fantastical and a little silly.</p><p></p><p>2. The lack of variety in powers. I think it's possible to have more</p><p> uniqueness in the powers without over sacrificing game balance. I</p><p> just haven't had the ah-hah! yet that does that. But I do think</p><p> this has to be done to 3.5e style multiclassing worth all those</p><p> feats. </p><p></p><p>I'm surprised that I really would make so few changes...</p><p></p><p>:AMN:</p></blockquote><p></p>
[QUOTE="amnuxoll, post: 4454578, member: 13028"] This is a great thread. It's a topic that's been on my mind for a while now. The idea of taking the cool detail stuff from the 1e DMG is a great one. I dig that. After that I go a different route. Foundation: 4e. The game balance, the way it encourages teamwork and roleplaying. These are good things. From 3.5e: 1. The skill system. I would tweak it some but the concepts of points and ranks,while not as intuitive to newbies, is worth it. I would use the skills choices from 3.5e but consolidate them a little. I would, however, keep the idea that you always have a minimum of half your level in ranks for any skill. This means that the skill points would be used to buy ranks above this maximum. 2. Multiclassing. I'm not sure how, but the idea of multiclassing would need to come back into the game. While powegamers abused it in 3.5e, it also had the benefit of allowing some wonderful character concepts. Once possible approach is allowing a PC to take each of the multiclass feats more than once but also expanding them to include paragon multiclass feats too instead of the existing paragon multiclassing mechanic. 3. The nine alignments. Alignment would remain a flavor-only trait just like it is in 4e, but there's no reason to ditch it. The bottom line is that I believe that sometimes the lawful good paladin does something evil or chaotic by mistake. This should not be grounds for punishing that PC via game mechanics but developing the PC via roleplaying. 4. The breadth of content. We'll get this eventually but right now with so few 4e books out there I'm hungry for more options. Things to extract from the 4e foundation: 1. Dragonborn - I dig the idea but, really, they are a powergamer race that strikes me as too fantastical and a little silly. 2. The lack of variety in powers. I think it's possible to have more uniqueness in the powers without over sacrificing game balance. I just haven't had the ah-hah! yet that does that. But I do think this has to be done to 3.5e style multiclassing worth all those feats. I'm surprised that I really would make so few changes... :AMN: [/QUOTE]
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