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To all D&D fans - what are the top 3 specific changes 4e needs in your opinion
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<blockquote data-quote="Dykstrav" data-source="post: 4534469" data-attributes="member: 40522"><p>I certainly miss necromancy and illusion-type things, not to mention the monk, bard, and druid, but I'm sure that more content will be added as supplements roll out. I'll focus on what I think needs to change about the core rules.</p><p></p><p>1) I've definitely got to voice my support for reducing hit points. Past a certain point, battles drag on into the DM and the player's rolling dice for a few turns until the critter is defeated. I'd reduce hit points for player characters too--I've seen two character deaths because the ranger and the warlock rushed ahead of the party, "no worries, I'm not even bloodied yet," then suffer a lucky crit or two and be too far away for the rest of the party to help them. Reducing hit points by 25% or so seems reasonable.</p><p></p><p>2) Make some class abilities that aren't dependent upon being in combat to be cool. There's the Ritual Caster feat, and the rogue has a few movement and stealth-related ones, but outside of combat, most characters can only use skills to try to do something cool. I really dislike how the focus on most class abilities and a good chunk of the racial abilities focusing on what you can to to kill monsters.</p><p></p><p>3) Do something to encounter and daily powers so you don't get the suck factor if you blow your attack roll. There was a big hoopla made about how you always have something interesting to choose between in 4E, but if you miss with your encounter and daily powers, you go from a list of choices down to two options. In the 4E games I've played so far, nothing sucks the fun out faster than missing on your dailies and encounter powers and leaving you with at-wills.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 4534469, member: 40522"] I certainly miss necromancy and illusion-type things, not to mention the monk, bard, and druid, but I'm sure that more content will be added as supplements roll out. I'll focus on what I think needs to change about the core rules. 1) I've definitely got to voice my support for reducing hit points. Past a certain point, battles drag on into the DM and the player's rolling dice for a few turns until the critter is defeated. I'd reduce hit points for player characters too--I've seen two character deaths because the ranger and the warlock rushed ahead of the party, "no worries, I'm not even bloodied yet," then suffer a lucky crit or two and be too far away for the rest of the party to help them. Reducing hit points by 25% or so seems reasonable. 2) Make some class abilities that aren't dependent upon being in combat to be cool. There's the Ritual Caster feat, and the rogue has a few movement and stealth-related ones, but outside of combat, most characters can only use skills to try to do something cool. I really dislike how the focus on most class abilities and a good chunk of the racial abilities focusing on what you can to to kill monsters. 3) Do something to encounter and daily powers so you don't get the suck factor if you blow your attack roll. There was a big hoopla made about how you always have something interesting to choose between in 4E, but if you miss with your encounter and daily powers, you go from a list of choices down to two options. In the 4E games I've played so far, nothing sucks the fun out faster than missing on your dailies and encounter powers and leaving you with at-wills. [/QUOTE]
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