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

As an economist, the D&D economy makes my head hurt thinking about it. I gave up on a realistic economy in D&D quite a while ago.

Something I like that Monte came up with in AU/AE that I really like is the concept of heightened and lesser spells. It basically means that almost every spell has a stronger and weaker version of it. I love the concept and it gives a lot of versatility to casters.

Olaf the Stout
 

log in or register to remove this ad

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

I often am. :) I just don't post in this manner all that often.

Still, when I do...
GIANT SPACE HAMSTERS ARE COMING BACK!

Cheers!
 




The core rules should also include variations on how to run low-magic and high-magic settings.

I would actually kind of like to see a bit of a throwback to the B/X/C/M/I days in one aspect:

Re-define "Epic Level" to be around 12th or above, and put all of those high-level class abilities and 6th+ level spells into a seperate Epic-Level Handbook. The PHB spends far too many pages on stuff that a large percentage of players never actually use. I think it kind of takes away some of the mystery of the game, and can also feed that "gotta plan out to level 20" mindset. But mostly, I'd rather see those pages used for more lower to middle-level content that is more likely to be useful to a larger number of players more of the time. The PHB could include more lower-level spells (such as from the Spell Compendium) without having to cut the "non-iconic" spells to fit everything into the book.

I don't really like the idea of combining the PHB and DMG into one book. It puts in a lot of extra pages that the players don't need, which increases the price of the book. Plus I'm even less likely to use magic items that are in the books that all of my players have sitting in front of them at the table. Not that they don't all have their own DMGs anyway, but at least I can ask them not to refer to them during play. :-)

The usual supplemental splatbooks that will inevitably come out a year or two afterwards would be far more appealing to me if they were more than just a "Fighter Book" or "Wizard Book" full of generally unrelated concepts for Fighters or Magic-Users. Rather than splatbooks based around mechanical concepts, I'd rather see them based on campaign styles or settings with options that apply to all characters. GURPS supplements generally work like this. Once you buy "Fighter Book" you pretty much need to buy the rest or else all of the players with Fighters have far more choices than do the other characters, and the arms race begins anew. Plus I don't use about 90% of any of the "Complete" books in any one game. We've worn out this model already, between 2e, 3e, and 3.5e.

A new model of magic specialization would be welcome. 2e's "schools of magic" specialists robbed the Illusionist of pretty much all of its flavour and uniqueness from 1e, and 3e ripped away the rest of it. PHB2 and Unearthed Arcana helped bring a bit of that flavour back. Some of the schools of magic are flavourful enough, such as Necromancy or Illusion, but Transmutation and Evocation are really general and bland.

Reducing the dependency on magical healing would be a huge plus in my mind. They beefed up the Cleric in 3e to make them more appealing and a lot of players still don't want to play them. Not really sure how to best accomplish this.
 



Quick thoughts

Classes (option 1)
Barbarian:
- use the Barbarian Hunter (UA), but replace favored enemy with favored terrain (UA)
-rage becomes a feat chain

Bard
- a complete rewrite. get away from jack of all trades

Cleric:
-rewrite so closer to the cloistered cleric. (HD d6 poor, Good Save: Will only)
- spontaneous casting, but spells limited to domains and alignment of deity

Druid
- Light or no armor
-Shapeshift instead of Wild Shape.
- spontaneous casting domains animal, plant, nature, weather
- ditch animal companion use the feat from the wizards board

Fighter
- 4 skill points per level
- Medium armor at 3rd level (if already have proficiency may take another fighter)
- heavy armor at 5th level (if already have proficiency may take another fighter)

Knight
-base it off of the OA Samurai

Monk
-Monk fighting styles (UA)
-make ki abilities feats

Paladin
- spells at first level, bard's spell progression
- variant: holy warrior (Complete Champion)

Ranger
- spells at first level, bards spell progression
- variant: champion of the Wilderness (Complete Champion)
-remove animal companion : use the feat from WOTC board

Rogue
sneak attack becomes feat
- martial Rogue
- variant: Wilderness Rogue

Sorcerer
bonus skills: diplomacy, intimidate, use magical device
Eschew Materials at first level and bonus metamagic feat at 5th, 10th, 15th, 20th
variant: Battle Sorcerer
tone down the spellcasting power

Wizards
tone down the spellcasting power

add
Martial Artist
Shaman
Swashbuckler
Witch

Classes (option 2)
Adept
Expert
Expert Adept
Expert Warrior
Warrior
Warrior Adept




Feats:
Get rid of many of the combat feats and use Combat Maneuvers as per Book of Iron Might

Misc
Occupations
Leveling: slow down levling speed
Weapon Groups (Unearthed Arcana)
Action Points

Combat
Armor as Dr
Class based Defense bonus (but not the crappy one from Unearthed Arcana)
Fatigue and Penalties for HP loss (or better get rid of hitpoints and go to damage save)
Death and Dying (Unearthed Arcana): at 0 hp you start making saves


Saves:
-add a medium save category
-after first level, you cannot get the +2 bonus a second time for first level in a second class

Magic:
Spell points for arcane casters
Keep vancian for divine, but have them represent number of prayers/interventions

Spells
- no effects based on target's hit die: replace with staged effects by how much the save was failed

-save or die: replace with staged effects by how much the save was failed
 


Remove ads

Top