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Things I really like about 4e (and how they could be better)
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<blockquote data-quote="delericho" data-source="post: 5627585" data-attributes="member: 22424"><p>Not necessarily; here are two possible fixes:</p><p></p><p>1) Split the character's maximum hit points into two pools, a Quick Pool and a Dead Pool. The former represent luck, divine favour, fatigue, and minor nicks and cuts; the latter represents more serious wounds.</p><p></p><p>When characters take a Short Rest (or uses Second Wind), their Quick Pool refreshes to maximum. Their Dead Pool, however, is a per-adventure resource that cannot be refreshed except in Downtime - no Extended Rests, no magical healing...</p><p></p><p>(Obviously, this would necessitate some significant changes to the existing healing powers, would affect encounter balance, and so on.)</p><p></p><p>2) Characters start the adventure with half of their Healing Surges available. Each time they take a Short Rest, they regain 2 Surges, up to their maximum.</p><p></p><p>Note: You can't take two Short Rests concurrently; you only gain the benefit of a rest if you were in some way fatigued! Also, an Extended Rest gives no benefit beyond that of a Short Rest.</p><p></p><p>Obviously, both of these would represent a significant change to the game, and the 'cure' might be worse than the 'disease' it's fighting! But, coupled with removing dailies, they <em>would</em> eliminate the 15-minute adventuring day - there wouldn't be any point! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Indeed. I was musing on this the other day, and came up with the following:</p><p></p><p>1) Artifice should be a power source in its own right. Even if the only class using that source is the Artificer!</p><p></p><p>2) Having done that, I would be inclined to divide items up into four categories: artifice (as above), trinkets, "signature items" and artifacts.</p><p></p><p>Trinkets are generally low-power, single use items, such as potions (and, in 3e, scrolls and wands). Items that aren't going to change the balance of the game significantly, so can be given out (fairly) freely.</p><p></p><p>Artifacts are pretty much as in 4e, except that I'd vastly expand the category to include things like the Vorpal Sword.</p><p></p><p>Artifice should be obvious, being its own power source. Of course, being in some sense "experimental magic", it makes sense that only the Artificer have the knowledge to work it out.</p><p></p><p>Signature Items are similar in concept to the old Weapons of Legacy - items that are associated with a particular character and grow as he does. (Of course, this could be handled by simply multiclassing into Artificer...) It's perhaps worth noting that this could cover both a specific named item (Aragorn's Anduril), but also "whatever sword I happen to have claimed for this adventure" (as with Fafhrd and the Grey Mouser).</p><p></p><p>These categories obviously leave a lot out - what I would term the "standard items". To a very large extent this is intended. I'm now convinced that the time of +X items has passed, and would also argue that magic items should, by and large, "mean something", a goal which is better served by making them artifacts or signature items.</p><p></p><p>Of course, the major problem with that: people really like finding magic items in treasure! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 5627585, member: 22424"] Not necessarily; here are two possible fixes: 1) Split the character's maximum hit points into two pools, a Quick Pool and a Dead Pool. The former represent luck, divine favour, fatigue, and minor nicks and cuts; the latter represents more serious wounds. When characters take a Short Rest (or uses Second Wind), their Quick Pool refreshes to maximum. Their Dead Pool, however, is a per-adventure resource that cannot be refreshed except in Downtime - no Extended Rests, no magical healing... (Obviously, this would necessitate some significant changes to the existing healing powers, would affect encounter balance, and so on.) 2) Characters start the adventure with half of their Healing Surges available. Each time they take a Short Rest, they regain 2 Surges, up to their maximum. Note: You can't take two Short Rests concurrently; you only gain the benefit of a rest if you were in some way fatigued! Also, an Extended Rest gives no benefit beyond that of a Short Rest. Obviously, both of these would represent a significant change to the game, and the 'cure' might be worse than the 'disease' it's fighting! But, coupled with removing dailies, they [i]would[/i] eliminate the 15-minute adventuring day - there wouldn't be any point! :) Indeed. I was musing on this the other day, and came up with the following: 1) Artifice should be a power source in its own right. Even if the only class using that source is the Artificer! 2) Having done that, I would be inclined to divide items up into four categories: artifice (as above), trinkets, "signature items" and artifacts. Trinkets are generally low-power, single use items, such as potions (and, in 3e, scrolls and wands). Items that aren't going to change the balance of the game significantly, so can be given out (fairly) freely. Artifacts are pretty much as in 4e, except that I'd vastly expand the category to include things like the Vorpal Sword. Artifice should be obvious, being its own power source. Of course, being in some sense "experimental magic", it makes sense that only the Artificer have the knowledge to work it out. Signature Items are similar in concept to the old Weapons of Legacy - items that are associated with a particular character and grow as he does. (Of course, this could be handled by simply multiclassing into Artificer...) It's perhaps worth noting that this could cover both a specific named item (Aragorn's Anduril), but also "whatever sword I happen to have claimed for this adventure" (as with Fafhrd and the Grey Mouser). These categories obviously leave a lot out - what I would term the "standard items". To a very large extent this is intended. I'm now convinced that the time of +X items has passed, and would also argue that magic items should, by and large, "mean something", a goal which is better served by making them artifacts or signature items. Of course, the major problem with that: people really like finding magic items in treasure! :) [/QUOTE]
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