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

Nikosandros said:
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.

That would *definitely* be a selling point for me.
 

log in or register to remove this ad

This skips anything we already know is being added.


Armor as DR.

Class Defense bonus.

Meaningful Specialists

Magical damaging attacks viable at all levels.

Balanced Cleric, preferably also conceptually improved but I dont know if thats possible.

Certain changes to the Wizard spell list. The Masters of Magic dont get Spell Resistance?


CleverNickName said:
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."

I second that one. Human sized, powerful and interesting fairy/faerie/fey type creatures, definitely.

I also agree about a few more rules/guidlines for dealing with enviroments and manipulating/interacting with them in a non combat way.

More caster/magic manipulation related feats.

Better Metamagic.


Those are the ones that spring right to mind
 

Mouseferatu said:
I'd like to see more adventure-/world-building advice for DMs. Sure, most of us who have been doing it for a while know what we're doing, but novices don't. I'd like to see suggestions and tips for how to construct not only a dungeon adventure, but wilderness, urban, mystery, intrigue, and political ones, too.

Even some of us old guys occasionally need either a gentle reminder or a checklist of these things when we're designing. I can't tell you how many times I've picked up a Dungeoncraft or similar article, read it, and thought, "Hey, I used to do that in college/high school/WoD games/whatever. When/why did I stop???"
 

Nikosandros said:
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.

That is actually planned for the preview books.
 

breschau said:
That is actually planned for the preview books.
Well, the fact is that usually this kind of things turns out to be very generic, I'm hoping for something quite specific. Also, the preview books will only cover the first releases. I'm hoping for something that continues throughout the life of the game.
 

I kind of hope they don't give us extensive designer notes.

I personally would like to read them, but I'm not sure its good for the health of the hobby. I don't really feel like spending the next five months reading posts that repeat, in various forms, the following: "They say X was a problem? Its TOTALLY not a problem! Its only a problem if you have an incompetent DM! And if your players are munchkins! And if you don't use my houserules! Clearly WOTC is being run by idiots!"

Some games can maintain a constant, public back and forth between players and designers without turning into a morass of negativity. These games are usually smaller with a closer knit community. I don't think that D&D is one of them. Its player culture is too heavily invested in viewing WOTC as "the man who's keepin' us down."
 

A lot of the good ones have been taken already.

-Good chase rules- I don't want opposed rolls, that's boring. I want exciting chases, with lots of things to do in the chase, random elements, etc.

- Good mass combat rules. And no I don't want the unit to have hit points. I don't know who thought this was a good idea. I tested a lot of the 3.x systems, and when I said "your elven archers take x amount of hit point damage"... they would always say something along the lines of "so....how many of the 500 archers do we have left?" War machine was the best.

- I liked the direction that iron heroes tired to take on. Like has been mentioned, climbing on the back of the dragon and shooting arrows into his back.

-3d movement- swimming, flying, fighting on a flight of stairs, etc.
 

Cadfan said:
I kind of hope they don't give us extensive designer notes.

I personally would like to read them, but I'm not sure its good for the health of the hobby. I don't really feel like spending the next five months reading posts that repeat, in various forms, the following: "They say X was a problem? Its TOTALLY not a problem! Its only a problem if you have an incompetent DM! And if your players are munchkins! And if you don't use my houserules! Clearly WOTC is being run by idiots!"

Hammer meet head of nail. I too would like to read them....but the fallout....ugh
 

People keep mentioning naval battles and large scale battles. What I would like to see are rules for crowding or close quarters combat. Lets face it, when the pirates board your ship, and you have 30 crew members plus the party fighting a couple of dozen pirates, there is no way everyone has their own 5 foot square.

My house rule has been to change the scale to 2.5 feet per square and if someone occupies an adjacent square to you, you and they both get the half movement and -4 attack and AC penalties of squeezing, but can reduce the attack penalty to -2 if you use a small weapon such as a dagger.
 

1. Divine power creep. In 1e, the cleric and druid were designed to have a limited # of spells. Now, every time new spells are put out in a book, clerics and druids get to expand their repetoire for free!

2. Will there be simplified ENC rules?

3. I would love there to be extensive content on world design, including stuff for DM's who want to do really funky stuff.

4. A suggested reading list! How many of us have read books because Gygax mentioned them in the 1e DMG? Too many younger gamers don't know who Moorcock and Leiber are and think Robert Jordan created Conan!

Howndawg
 

Remove ads

Top