To all D&D fans - what are the top 3 specific changes 4e needs in your opinion

1. More classes, powers, feats, rituals and monsters with interesting flavor text.
2. Fixed skill challenge system.
3. A better GSL that will encourage 3rd parties to produce more of #1.
 

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1. Speed up combats. It's dreadfully slow compared to 3e
2. Diversify the wizard combat selection a little more
3. Why is the rogue + shuriken doing more damage than the fighter?

(award winners: more classes, more human opponents of various levels)

jh
 

2. A Dragon article or two expanding the use of skill challenges. It's a great idea but I don't think they were covered well enough in the core books to really get a lot of use out of.

It looks like you'll be getting this in this month's Dragon; it appears that Mike Mearl's column on skill challenges got bumped to Issue 361
 

1. Put Herriman the Wise, TFoster, Philotomy Jurament, and Mustrum_Ridicully in a room.

2. Have them redesign the thing from scratch.

3. Nothing that they do not all agree on makes it in.


RC

EDIT: There are a lot more folks I could cram into that room, whose judgement I trust to come up with a great game. However, the more folks I cram into that room, the longer it would take to get them all to agree.


RC
 
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Anyone from WotC who is reading this, I implore you to ignore damn near everything in this thread. I have long been in the roleplaying hobby, but have never touched D&D until very recently. I was, of course, aware of D&D; it's the brand giant of the hobby's industry. It never appealed to me, however, because of its reputation for poorly-balanced, needlessly complex systems. Third edition had discouraged me immensely, as I had come to perceive (rightly or wrongly) that the profusion of races, classes, items, and magical powers rendered the game unnecessarily convoluted--that it demanded an intense degree of familiarity, and that it was possible to create either a good PC or to follow a character concept, not both. It seemed that it was possible to create two PCs at the same level for the same game, and have them wildly differ in terms of overall effectiveness. Given that the game offered very little that I couldn't achieve with other systems, hey, no loss.

Then a friend got fourth edition.

On his recommendation, I gave it a try. It was simple to understand, and thoroughly balanced. There was a degree of design transparency that just floored me. There was a breakdown of classes by role, and races were exceedingly simple. Items were meticulously balanced, with a few exceptions. The powers system was and is exceptionally exciting in creation and fun in play. The only game I currently have going currently is, in fact, my weekly D&D4E game--that I'm GMing. Please don't kill that game by trying to appeal to a market that--and I say this with all respect, and without any malice--already has a game they like. If they want to play a game more similar to prior editions, I cannot rightly say why they don't just play a prior edition, or one of the myriad retro-clones that exist for nearly every edition previous fourth. Instead, I want to make the following requests:

1. A bit more and more varied art. I like the art you have, but it'd be ideal if there were and average of 1½ to 2 images for every creature or race presented, plus a few more "action shots"/set piece illustrations. Small banner illustrations might help get some more of these onto the page without disrupting layout too much.

2. A bit more transparency to the rules design in a few areas. At current, I'm hesitant to alter things like--for instance--the Wintertouched feat, as I'm not sure about the balance for damage types. Certain things are obvious: thunder damage isn't intended to be an "at-will" thing. I'm not sure about the other damage types, except by vague inferences from item level and frequency of resistances, immunities, and vulnerabilities. Making things a bit more transparent would add a lot more tools for me.

3. This was going to be "more martial options", in an effort to further support swords & sorcery play (although it's already exceptionally well-supported), but Martial Power appears to be giving us just that. I'm sure that down the line, we'll get more martial classes and likely a Martial Power II. So, in absence of needing to request that: myconids! I've seen an old illustration, and creepy fungusmen are just aces. Make 'em playable for extra bonus fun.

Thanks for the gaming, guys.
 
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1. More extensive Multi-classing rules, allowing for the aquisition of your second class's other abilities. (For a trade-off of course)

2. Better selection of powers for each class. Too much duplication and not enough variety within a single class.

3. Better system for power aquisition and use: some sort of recharge mechanic that doesn't rely on resting, and something better than: you pick a power of your new level and suddenly can't use an old power anymore "just because".
 
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Tweak the monsters, fights can drag a little.

Feats that allow multiclassed character get some more of the class abilities that they classed into.

Rituals: more and shorter duration or at least shorter duration with scrolls. Scroll rituals should be castable in rounds so that they are worth risking in a combat. For instance, in Keep on the Shadowfell, it would have been cool if the party could have stopped Kalarel by casting a ritual sealing him in.
 

If they want to play a game more similar to prior editions, I cannot rightly say why they don't just play a prior edition, or one of the myriad retro-clones that exist for nearly every edition previous fourth.


I am willing to endorse this with one caveat: Make the earlier editions available, in print. Using POD technology, this doesn't require a huge outlay on the part of WotC, and might actually prove very profitable.


RC
 

Delta, Raven Crowking - I think the OP is looking for constructive answers, not threadcrapping. Let's try to avoid that, OK?
 


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