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D&D Older Editions, OSR, & D&D Variants
Things You'd Like to See in 4e that haven't been mentioned yet
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<blockquote data-quote="KarinsDad" data-source="post: 3765763" data-attributes="member: 2011"><p>In addition to many of the things specified in this thread so far:</p><p></p><p>1) Fix the Darkness spell. One possible solution: The Darkness spell darkens an area. It takes a lighted area to shadowy illumination. It takes a shadowy illumination area to total darkness.</p><p></p><p>2) Sundering items that are not weapons or shields is super easy. Make it more difficult.</p><p></p><p>3) Fix the Find Traps spell. It almost never works in game. One possible solution: It adds 10 + 1 per caster level (max 10) to a Search roll. Or, just flat out allow the spell to find traps. Spells that cannot be effectively used in the game are basically worthless.</p><p></p><p>4) Allow miss chance for the origin point for area effect spells fired into darkness or fog or other areas where the spell caster cannot see where he is placing it. This is similar to friendly fire rules (which also should be in the game).</p><p></p><p>5) Do not replace Turn Undead with the optional rules in Complete Divine. Find a third solution. Those rules are too powerful and Clerics become super undead killing machines (moreso than the normal undead rules). Possibly make Undead Turning similar to Diplomacy / Intimidate rules.</p><p></p><p>6) If the Orb spells are brought back, fix them. Conjuration energy spells should not be more powerful and useful than Evocation energy spells. 'Nuff said.</p><p></p><p>7) Make all of the duration area effect spells work the same way with regard to when damage occurs. For example, Ring of Blades, Blade Barrier, Wall of Fire, Evard's, etc. Does it occur on the caster's turn, or when someone enters it, or both, or what. It should be consistent and consider the fact that maybe the caster can move it (like Ring of Blades). A lot of time can be wasted looking up one of these spells because they all do not work the same.</p><p></p><p>8) If specialized wizards are still in the game, beef them up a bit. In 3E, they were played quite often. In 3.5, they were hardly ever played. There needs to be more of a balance.</p><p></p><p>9) Fix Holy / Unholy water. For 25 GP, it should do a lot more than 2D4 damage. Maybe 4D8 in a spread or some such, or maybe not even damage at all: possibly a penalty to attacks and such, so that it could even affect high level demons and undead (e.g. holy kryptonite). I cannot remember the last decade that anyone actually used Holy Water since weapon damage is generally so much better.</p><p></p><p>10) Simplify encumberance. A non-generic system can be used. If a specific (i.e. every item accounted for) system is used, lower the weights of many of the items. For example, clothing shouldn't be so significant in weight.</p><p></p><p>11) Make Tumbling and Casting Defensively an opposed roll of some sort or some other way to allow a defender to prevent them.</p><p></p><p>12) Make Aid Another dependent on the power of the opposition. A Wizard waving a dagger should not make it easier to hit a demon or make the demon have a worse chance of hitting. Like #11, in combat DCs that are not dependent on the power of the opposition should be the exception, not the rule.</p><p></p><p>13) Make Take 20 random in some way. As is, a PC either has a 0% chance of success or a 100% chance of success. That just seems inherently wrong for a game mechanic. The PC cannot have a "bad day" or "brain fart" when taking 20.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3765763, member: 2011"] In addition to many of the things specified in this thread so far: 1) Fix the Darkness spell. One possible solution: The Darkness spell darkens an area. It takes a lighted area to shadowy illumination. It takes a shadowy illumination area to total darkness. 2) Sundering items that are not weapons or shields is super easy. Make it more difficult. 3) Fix the Find Traps spell. It almost never works in game. One possible solution: It adds 10 + 1 per caster level (max 10) to a Search roll. Or, just flat out allow the spell to find traps. Spells that cannot be effectively used in the game are basically worthless. 4) Allow miss chance for the origin point for area effect spells fired into darkness or fog or other areas where the spell caster cannot see where he is placing it. This is similar to friendly fire rules (which also should be in the game). 5) Do not replace Turn Undead with the optional rules in Complete Divine. Find a third solution. Those rules are too powerful and Clerics become super undead killing machines (moreso than the normal undead rules). Possibly make Undead Turning similar to Diplomacy / Intimidate rules. 6) If the Orb spells are brought back, fix them. Conjuration energy spells should not be more powerful and useful than Evocation energy spells. 'Nuff said. 7) Make all of the duration area effect spells work the same way with regard to when damage occurs. For example, Ring of Blades, Blade Barrier, Wall of Fire, Evard's, etc. Does it occur on the caster's turn, or when someone enters it, or both, or what. It should be consistent and consider the fact that maybe the caster can move it (like Ring of Blades). A lot of time can be wasted looking up one of these spells because they all do not work the same. 8) If specialized wizards are still in the game, beef them up a bit. In 3E, they were played quite often. In 3.5, they were hardly ever played. There needs to be more of a balance. 9) Fix Holy / Unholy water. For 25 GP, it should do a lot more than 2D4 damage. Maybe 4D8 in a spread or some such, or maybe not even damage at all: possibly a penalty to attacks and such, so that it could even affect high level demons and undead (e.g. holy kryptonite). I cannot remember the last decade that anyone actually used Holy Water since weapon damage is generally so much better. 10) Simplify encumberance. A non-generic system can be used. If a specific (i.e. every item accounted for) system is used, lower the weights of many of the items. For example, clothing shouldn't be so significant in weight. 11) Make Tumbling and Casting Defensively an opposed roll of some sort or some other way to allow a defender to prevent them. 12) Make Aid Another dependent on the power of the opposition. A Wizard waving a dagger should not make it easier to hit a demon or make the demon have a worse chance of hitting. Like #11, in combat DCs that are not dependent on the power of the opposition should be the exception, not the rule. 13) Make Take 20 random in some way. As is, a PC either has a 0% chance of success or a 100% chance of success. That just seems inherently wrong for a game mechanic. The PC cannot have a "bad day" or "brain fart" when taking 20. [/QUOTE]
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