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


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Nifft said:
You're ignoring the +2/+4 or -2/-4 "good day" or "bad day" adjustment imposed by the DM. Try again tomorrow, your modifier may change. :)

So, basically the DM should be fudging if he wants the Rogue to find the secret room or if he doesn't want the Rogue to find the secret room? :lol:
 

KarinsDad said:
Weapon Groups does not resolve the issue.

If they keep Weapon Focus and Weapon Specialization for Weapon Groups as opposed to for a specific weapon, for example, being specialized with an Axe still does nothing for a Spear.


But it does improve it. If the fighter has Weapon Specialization: Heavy Blades for example he can use it with a longsword, greatsword etc rather than just a longsword.


I dont really see any way to "resolve" the problem as long as fighters have much of any abilities or whatever tied to specific weapons or weapon types. Making all their abilities usable with all weapons I suppose.
 

Merlion said:
But it does improve it. If the fighter has Weapon Specialization: Heavy Blades for example he can use it with a longsword, greatsword etc rather than just a longsword.


I dont really see any way to "resolve" the problem as long as fighters have much of any abilities or whatever tied to specific weapons or weapon types. Making all their abilities usable with all weapons I suppose.

Agreed. It does improve it.

One thought on how to basically resolve it is to combine weapon groups with limited specialized functionality.

For example, most general feats/talents could improve a specific area for all weapon groups. A bonus to tripping could work for all weapons that allow trips. Finding a different type of weapon would not lose that bonus as long as it is a tripping capable weapon.

Then, if there were only a few specialized feats/talents, such as something specific to axes, the Fighter could switch from being an Axe guy to a Spear guy as long as there are only a few feats/talents required to be a good Spear guy. It might take him a few levels to accomplish this, but it could be done.

This cannot be done if there are massive Axe (or edged weapon) feat trees and massive Spear (or reach weapon) feat trees and massive Longbow (or ranged weapon) feat trees.
 

KarinsDad said:
Agreed. It does improve it.

One thought on how to basically resolve it is to combine weapon groups with limited specialized functionality.

For example, most general feats/talents could improve a specific area for all weapon groups. A bonus to tripping could work for all weapons that allow trips. Finding a different type of weapon would not lose that bonus as long as it is a tripping capable weapon.

Then, if there were only a few specialized feats/talents, such as something specific to axes, the Fighter could switch from being an Axe guy to a Spear guy as long as there are only a few feats/talents required to be a good Spear guy. It might take him a few levels to accomplish this, but it could be done.

This cannot be done if there are massive Axe (or edged weapon) feat trees and massive Spear (or reach weapon) feat trees and massive Longbow (or ranged weapon) feat trees.



Also bear in mind that we have been told that Fighters especially will be able to "go down more than one path" so to speak.


This has always been a bit of an issue, but hopefully some ways around it are being implemented.
 

I want to see more dodecahedron.
Monster damage! Spell damage! Weapon damage!
The d12 gets no love. HD for a couple of classes, one core weapon, and one monster attack (triceratops trample). I think there's some SC spell that uses the d12. Poor, unloved dodecahedron.
 


Oooh. Ok, this is a big bugaboo for me. *ahem*

Just because the PCs are the star of the show does not mean that the entire freaking world needs to be built around small unit combat. What do I mean?

Take for example, Winged Boots. These nifty bits of enchanted crap let one fly at a speed of 60' with good manuverabilty. Sweet! Oh wait. For 5 minutes at a time. 3 times per day. For 16,000 gp. They are, in other words, completely useless for anyone except an adventurer. For 2/3rds of what they cost you can buy, provision and crew a Caravel.

If you want to be able to actually fly somewhere you can't walk in 1/2 an hour you need a broom or carpet of flying, for 17k and 20k respectively. Although neither will carry (for example) my current character (A Skarn Crusader) who weighs 318 in briefs and a little over 400lbs fully kitted out. For him I would need the big carpet at 60,000 gp. Or the cost of two warships and a longship. Hmmm... Flying rug, or pocket Armada?

It's not just that the economics are stupid, it's the idea that anyone would spend their time enchanting the bloody boots in the first place.

And this goes doublely tripley times ten squared and cubed for the wizards spell lists. These are some of the most intelligent people in their worlds, spending years and vast fortunes to learn... better ways to blow stuff up. Whoop-de-freaking-do. I want to spend a dozen years learnig how to cast a spell almost as effective an a stone thrown from a siege weapon. A siege weapon that 10 peasants with a saw can make.... and use all day... even though my spell only works once.... Well that was 1/5th of my life well spent.

If I'm a wizard I don't need yet another way to cast magic missile, especially when Joe Yeoman with a longbow can out perform me all day long. I want to conjure beautiful girls (For more than 30 seconds at a time thank you very much), and sniffters of brandy. I want to snap my fingers and produce a house from nothing in the middle of a howling wilderness, complete with a hot bath. I want to turn that annoying townsie into a frog. I want to soar with the birds and explore the depths of the ocean. Magic should let me bypass perils that confound lesser men. That's what it's for! If the GM can't cope with my not having to fight the Orcs of Ye Old Forest yet again, then perhaps he's not up to GMing High Fantasy, Hmmm?

In other words: Spell lists should, indeed must, contain useful spells of utility, and wonder and enchantment. Or it's not magic, it's a grenade with sparkles glued to it.
 


  • Fiefs, baronies and organisations
    My number one hope is that they reintroduce some rules for PCs settling and clearing land, building their towers or castles, attracting and taxing peasants and so forth. As others have mentioned, this was a major element of 1e (even though it didn't take much space in the rulebook) and it was a fantastic way of giving the PCs more 'buy in' to the campaign world, as well as signalling the possibility of different kinds of campaigns.
    It also happens to fit in very well with the 'Points of Light' scenario, much more than the established nations so common to 3e settings did.
  • Chases
    As others have said, some d20 based simple chase rules would be great. It is a classic adventure staple which has largely had to be handwaved with a few saving throws or Con checks in the past.
  • Politics
    Might be included in the social conflict rules (which I'm really looking forward to seeing) - stuff to make it easier for DMs to set up and resolve political intrigues (advice and/or mechanics).
  • Reputation
    I understand that Game of Thrones had some really interesting reputation rules - something that was a cut above mere numerical bonuses. Some simple and good reputation rules woudl be nice.
 

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