D&D 4E What Changes Do You Hope They Make To The 4E Rules?

The thread title says it all. What changes do you hope they make to the 4E rules (compared to the 3.x rules)?

Personally I think that the grappling rules and the counterspelling rules are 2 areas that are in prime need of a revision. I'm sure I'll think of more as I go.

Olaf the Stout

Mods: I have started a similar thread to this one in the Rules forum. My experience in posting in General and the Rules forums suggests that these will end up being 2 totally different discussions. Feel free to merge/delete the threads if you feel like I'm cross-posting.
 
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Integrate the Swift and Immediate actions into the core rules, so they don't have to reprint them in every new book.

That's it. That'd be enough for me to get the new books!

More seriously, I'd like them to look at...
...spiralling attack/defense bonuses, and the effects of ability scores
...turn undead
...NPC creation times
...the lack of cricket in the core rules
...preparation time in general
...flumphs

Cheers!
 

A coherent mindset, with less rules, but more "powerful" ones.

Tactical combat being one kind of a challenge, not the only one supported by the rules.

A new way to deal with magical items.

A lot less numbers to track (wands charge are #1!)

Classes and levels should stay. (Doing without them would be another game, not D&D 4e)

Less numbers (NPCs stats, etc.) in settings books.
 
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Mounted Combat needs a big change, and massive simplification. Right now, it is almost useless, and is far too complex (and with too much risk of just losing a horse).

Nothing else comes to mind yet...
 

Everything changed from basic d20 in Star Wars Saga Edition, with the exception of Grappling.

I would change Grappling, too, but I don't think SWSE hit the nail on the head yet.

I also agree about counterspelling; I actually have a product hopefully coming out soon from RPG Objects on that subject, and it's something I think really should be addressed. The makers of Magic the Gathering (a game with a brilliant counterspelling system) should be able to do a much, much better than they have with this aspect of D&D.

More flexibility within classes, but this is probably covered by Saga-ization.

Allowing characters to pick any skill with their Int bonus, and with Skill Training when it is selected as a general rather than bonus feat. (This is an upgrade to an upgrade.)

A really robust monster class - SWSE's beast class is a good start, but it's not enough for D&D purposes. Ideally, a monster class capable of making CR = hit dice.

A replacement for the wealth-by-level system that allows for customization of that system, with a clear, concise and fairly reliable way for DMs to understand the effects of changing it up. (For a generic system, I'd rather magic items be pared way, way, way down, but they are a D&D staple that actually appeals to rather than turning off a segment of electronic gamers.)

Chase rules.
 


Take in some of the Bo9S concepts:

- Primarily per-encounter balancing
- Smaller number of spells/maneuvers/special abilities available at any one time; no more laundry list of 40+ prepared spells for high-level characters
- "Caster level" improving with levels in other classes
 

MerricB said:
Integrate the Swift and Immediate actions into the core rules, so they don't have to reprint them in every new book.

That's it. That'd be enough for me to get the new books!

More seriously, I'd like them to look at...
...spiralling attack/defense bonuses, and the effects of ability scores
...turn undead
...NPC creation times
...the lack of cricket in the core rules
...preparation time in general
...flumphs

Cheers!

The turn undead rules are definitely another mechanic that needs to be looked at.

By cricket (or lack of it), I assume you are talking about the sport? (you sure are in a playful mood today Merric! :cool: )

Prep time is probably the biggest issue that the need to address. It's not really a rule that needs to be looked at as such. It's more about how the game runs as a whole.

Olaf the Stout
 

Much like MerricB, I'd love them to look at ways to get prep time down, get the bonuses under control, and streamline the game in general.

I like the ideas of...

Damage conditions ala True20 or SWSE
Spells/Abilities per encounter models
Faster combat (removing iterative attacks)
I'd love to see PrCs go the way of the dodo, but would be open to a new approach where there were no mechancial prerequisites
Less classes, more skill/ability trees
Flatten some of the damage adds (I'm looking at you, Power Attack, Sudden Maximize/Empower)

In short: Less Work, More Fun!

The biggest longshot for me would be a new campaign setting that was humancentric swords and sorcery. Why must every setting have halflings, gnomes, dwarves, and elves as well?
 


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