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


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Greg K said:
No automatic immunity for races and classes- a really good save bonus yes. immunity,no
For what it's worth, I think immunity can be nicely modeled by a good save bonus and a "you do not automatically fail on a 1" clause. Characters with "immunity" will thus always be able to ignore weak effects, but could still be affected by exceptionally strong effects.
 

Ashrem Bayle said:
Talents, removal of favored classes and XP penalties, and feats that compliment multiclassing should make for easier to reach concepts.

Even the much maligned multiclassed spellcasters can be fixed with feats. Just have a feat that increases your spellcasting abilities as if you had gained a level in your casting class. (Not to exceed your total HD.) So a fighter 2 / sorcerer 2 with this feat would have the CL, known spells, and spells per day (encounter?) of a 3rd level sorcerer.
How you describe multiclassing is not want I want. I don't want to rely on multiclassing. I want an actual class that covers the fighter/spellcaster hybrid or the inclusion of a class variant: like battle sorcerer.

Now do the same thing with things like sneak attack damage and the monk's unnarmed attack damage. Viola!
Agreed, but I think I want d20Modern brawling, combat ma, and defensive ma combat trees for unarmed.
 

no matter what else, i hope it has a good deal of backwards compatibility and a nice conversion booklet (hopefully one that encompasses 3/3.5 *and* 1st/2nd ed.)
 


Greg K said:
How you describe multiclassing is not want I want. I don't want to rely on multiclassing. I want an actual class that covers the fighter/spellcaster hybrid or the inclusion of a class variant: like battle sorcerer.


Agreed, but I think I want d20Modern brawling, combat ma, and defensive ma combat trees for unarmed.

I'm just the opposite. I don't like a lot of base classes. However, one option would be to have one "class" with 1/2 BAB and 1d6HP or whatever, and all special abilities would take the form of feats and talents. However, feats and talents would cost you things like hit points and BAB. So fore example, to cast spells, you'd need to get the right feats and talents, which would cost you HP, BAB, and maybe your Fort save.

Or something like that. It's a neat idea, but it'd be complicated too.
 

Lots of good ideas here.

One I would really like to see is a change in the way the DC for a cast spell is calculated. It bugs me that many low-level spells become almost useless at higher levels because the saves become easy to beat, even if cast by an high level caster. Change the save to incorporate the level of the caster (10+ spell level + 1/2 caster level or something), rather than spell level + the relevant attribute bonus.
 


Thornir Alekeg said:
Lots of good ideas here.

One I would really like to see is a change in the way the DC for a cast spell is calculated. It bugs me that many low-level spells become almost useless at higher levels because the saves become easy to beat, even if cast by an high level caster. Change the save to incorporate the level of the caster (10+ spell level + 1/2 caster level or something), rather than spell level + the relevant attribute bonus.

I'd really really really like to see either:

1. Spells scale from level 0 to 9. So a "fireball" spell cast at 0 level requires an attack roll and deals 1d3 damage while the same spell cast at level 5 is area of effect, deals 8d6 (or whatever), and risks catching those who fail their save on fire.

2. At the very least, add the Arcana Evolved heightened and lowered options.

In short, I'd like to see fewer but more versatile spells. I'd also like to see more defensive and utility spells with the immediate casting time.
 

Fast prep times (NPC generation espcially)

Streamlined higher level play (and all level play)

Get rid of multiple attacks

I'd much rather see a "per encounter" system of spells rather than "per day"
 

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