D&D 4E Things You'd Like to See in 4e that haven't been mentioned yet


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Shields: So many pictures depict them protecting a character from that dragon's breath, but the rules have no support for this whatsoever.

Chases for me too.

Easy vehicle rules again. (current campaign, PCs are actually on a ship and I would love to run some ship to ship combat...that is easy). On that, the SW Saga vehicle rules are quite easy and I love them. It was always these rules that made me shy away from starship combat - now it is much easier. The basic premise is you treat vehicles just like creatures where you sub in some operator's skills for some stats. Like it and wonder if that will be part of 4E.

Easy rules for moving foes around. Tail slaps by great dragons shouldn't just deal damage - they should clear a whole area and wipe people aside. A giant's swinging club should be able to smack people back. PCs should ba able to move people as part of a grapple (throw them into nearby sq or at someone else).

C
 

In the core rulebooks(PHB, DMG, MM to avoid confusion with WotC's use of Core) I would definately like to see chase rules, vehicle combat, and better flight rules. I would like to see Mass combat rules as well, but those could wait for a war sourcebook if that is what it takes to make them work well and intuitively. In general I also want to see more info for different enviroments and how to adventure in them (at sea, under water, no gravity, etc) not just hazards.
 

Many good suggestions have already been made. :)

- Chase rules.

- Rules for vehicles, flying, riding animals... especially in combat.

- Rules for dealing with natural environments: naval rules, underwater rules, surviving in a desert, getting around in a forest, etc...

- Rules for climbing bigger creatures that make sense.... :p

- Grapple rules that are simpler and not so punishing for smaller creatures.

- Rules for long term fatigue.

- Rules for handling baronies, kingdoms, etc...

- Customizable clerics. Make clerics of different deities really different.

- Different classes for different specialties of magic: illusionists, conjurers, etc...
 

It has been said, but I will be more specific.

I want chase rules.

Specifically, I want a Tactical Scale chase / movement mechanic that is based on a d20 roll and scales somehow, ideally by way of skill checks. The sort of thing where a character with movement 30 and a good bonus to his roll has a chance to outrun a character with movement 40, at least for a short time.

END COMMUNICTION
 

Another thing: maybe not in the books themselves, but in D&D Insider I would really like to see extensive designers note which describe the whys and wherefores of the rules in a lot of detail.
 

Sort of along the same lines as many of the prior posters...

I'd like to see a much more streamlined, comprehensive movement rules that allow for a 3D environment (jumping, chasing, swinging, sliding, falling, flying, swimming, etc)

3.X does not handle anything other than 2D movement very well. I'd like to see the 4E design team take a pass on it and see what happens.
 

I'll way-more-than-second chase rules, vehicular (particularly naval) combat, monster-climbing, & mid-scale battles.

I'd also like to see core core weapon groups (which we might get, I hope), & at least a sidebar on different armors varying in effectiveness vs. different damage types (though I realize this moves in the opposite direction of the stated rules simplification goals).
 

- Rules for naval combat (Sea of Blood is my favorite so far, but there is still a lot of room for improvement.)

- Mass combat rules (I liked the old-school War Machine system best...something similar would be right up my alley.)

- Vehicle combat (chariots especially, but also airships and war wagons.)

- Better, more straightforward rules for divine ranks, divine powers, and other godly stuff.

- Gunpowder (cannons, muskets, and other pirate-related firepower would be awesome.)

- Better (more random) treasure generation. (In fact, an overall reduction in the amount of "cookie cutter" rules would be awesome, IMHO. Call me old and busted, but I don't like this new hotness of standardized stats, hp, xp, $, etc.)

- and this one from my wife: "Faeries. Why are the kings and queens of the Fey type missing from the core rules? Am I the only one who noticed? I want faeries in my fourth edition."
 

Specific wish: now that we know saves will be static, then it seems likely that the caster will make some sort of magic check. I'm hoping that it's more than merely what in 3.X is called a Caster Level check: I'd like the check to include the magic-user's core attribute modifier (e.g. Int bonus for Wizards, Wis bonus for Clerics) along with the "caster level." I believe Monte Cook's AU does it thusly.

General wish: I'd like WoTC published adventures to rethink basic dungeon site design. In 3.X (e.g. Forge of Fury) it seems the assumption for, say, a 32-page adventure is roughly 1 adventure site of 2 dungeon levels of about 50+rooms. I'd simply like this baseline to be changed to, say, 3-4 [discrete] adventure sites of 1-2 dungeon levels each of about only 12 rooms each. My point: smaller, more diverse adventuring sites per 32-pages of material for more dynamic campaign movement (both in terms of literal travel, and plot points).
 

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