What 3rd Party 4e Supplements Do You Want To See

What 3rd Party 4e Supplements Do You Want To See?

  • Splatbooks such as Complete Fighter, Complete Dwarf, Monstrous Races, etc.

    Votes: 19 33.3%
  • Campaign Settings

    Votes: 26 45.6%
  • Adventure Paths

    Votes: 26 45.6%
  • Single modules

    Votes: 34 59.6%
  • Monster Manuals

    Votes: 32 56.1%
  • Rule enhancements (maritime warfare, steampunk, etc.)

    Votes: 31 54.4%
  • f. DM tools, such as map compendiums, magic items, 1-shot encounters, etc)

    Votes: 23 40.4%
  • Other (Describe below)

    Votes: 8 14.0%


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I think a collection of monster powers would be great, maybe arranged by relative strength.
This. Especially with a ranking system of relative strength.

I'd like to see:
Books detailing the default planes. I want information in one easy place about the Fey, their mindset, creepy characteristics for the feywild, notable NPC/adversaries or adventures in the feywild.
A few feats. I think we have too few, right now.
Traps & Hazards. Grimtooth 4e.
 

- variant injury rules: long term injuries
- alternative healing rules

You'll want to look at Critical Matters, from Final Redoubt Press.

EN World PDF Store - Final Redoubt Press - Critical Matters (Combat Essentials 1)

It's a book on critical hits. For the most part, people can still heal quickly with healing powers, but if they don't have access, the traumatic damage of a critical effect can take weeks to heal. In addition, it deals with maiming damage and the rituals necessary to heal it.
 


I really like the DM tools idea. Magic Items and whatnot are where it's at. I can make my own monsters (indeed, I've been doing that for about 50% of the fights I run right now). Adventures are really only useful for stealing - I've been buying wotc adventures for monster write-ups, traps, and the battlemats more than anything else. But I'd love to see a book of new magic items, rituals (especially those that advance the plot!), and all that fun jazz.
 

I'd like to see (in no particular order)

Alternatives to the at will / encounter / daily / utility power set up (I like variety)

A customizable skill system

A focus on non-combat powers (I like statistics to back up my background)

A decent D&D economy (can't stand the way it's handled now)

More Rituals and more feats!
 

Books detailing the default planes. I want information in one easy place about the Fey, their mindset, creepy characteristics for the feywild, notable NPC/adversaries or adventures in the feywild.

Part of this depends on how the new gsl pans out as technically terms like feywild are WotC's IP. However, one could still come up with a "Explorer's Guide to the Fey Realm" or some such.


Traps & Hazards. Grimtooth 4e.

That would be awesome.
 



Here's something SPECIFIC I'd like to see: A mounted fighter build or paragon path.

Right now, mounted combat is just "X gets to make your move for you, sacrifice a standard action to let X attack, and you get fiddly plus Y for being on X". I'd prefer something a little more thematically sexy. A cavalier/mongol-style build, with mount-specific powers, would be refreshing. Trampling, a two-attack power that lets you use a basic attack and your mount to use an at-will ability, that's what I'm talking about, a Marking mechanic that lets your mount attack the foe if they shift, etc.

I however see the futility of the gesture, given how often paladins got to take their mounts into the dungeon, unless they were halflings or gnomes riding pooches. And now you have to keep your mount alive just to benefit from your powers.

Granted, I'd never get the opportunity to play it, but just seeing it in print would make me satisfied on that "This needs to exist" level.

Edit: You know, as I think about it more, a mounted class might make a very nice striker too. Movement powers, especially 'mount moves speed, no OA, attack anyone in line'.
 

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