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

From the thread a few weeks ago "What would you want to see in 4E?"

howandwhy99 said:
Ability Score modifiers optional

4 core classes and all other 20 level or less classes as optional Prestige classes (even starting at 1st)

3 core races (human, elf, dwarf) and other races optional

Minimum and maximum scores to qualify for demi-human races -- racial ability adjustments optional

Feats optional

Skills optional

Alignment optional

Complete removal of the d20 combat system for the easier original D&D combat system. The current has far too fine a granularity and mixed level parties are not fun under it.

Spell statistics optional

Magic item statistics optional

All spells and magic items optional

Creature Type rules optional

Separate character balancing based on Level AND "Item wealth". Meaning, level+wealth=CR, or CL or what have you.

ELs based on NPC strategy and tactics as well as abilities. Use Examples

Optional addition of an easy mass combat system

Optional addition of simple world creation rules

Optional addition of simplified 3-d combat system

Optional addition of simplified surface, water, underwater, aerial, and mixed mass combat system rules

Optional addition of realm rulership rules

Include multiple Dice Mechanics with examples of relevant simulations (i.e. flat single rolls (d20), parabolic dice pool rolls, multi-variable rolls, etc.)

Every additional product as supplement-only or as rule clarification. Like all the optionals so far suggested.

Player books detailing ingenious play, not character construction.

DM/Referee books detailing multiple styles of play and facilitation of these styles

- Optional addition of morale and reputation scores

& more I can't think of right now
 

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I agree with many here: balance per encounter, streamlined rules, stacks of dead sacred cows, etc.

(Man . . . 8 more months of this? I'll never make it)
 

A while back I compiled a massive list of what was to be my house rules. This could be viewed as my 4e wish list.

And then I threw it away and started playing GURPS 4e. :D
 

Wormwood said:
I agree with many here: balance per encounter, streamlined rules, stacks of dead sacred cows, etc.

(Man . . . 8 more months of this? I'll never make it)

If it cheers you up at all - this thread is most likely an exercise in futility, when it comes to getting feedback to WotC at least. Considering the lead time to edit, layout and print something like the core books (~6 months, maybe), then the ruleset is as we speak probably all but written. There might be a few minor tweaks still to be made, but I'd guess it's pretty much just playtesting, doing monster writeups, and filling out the spell(/feat-equivalent/whatever) lists at this point.
 


I hope to see...
+ Less reliance on (and assumptions regarding) magic items in the rules. PCs should not be assumed to have X gp worth of magic items at level Y. 3rd edition was right to put them in the DMG, but magic items, IMO, should be entirely optional and not integrated so deeply into game balance. Give the powers to the PCs, not to their stuff!
+ Something different and unexpected done with races and classes, even if it's just adding (for sake of example) warforged or archivists to the core books. I agree with those who want to get rid of the classic set of races (elves, dwarves, etc), but I don't think we'll see that happen due to the return of Forgotten Realms as a major setting. I could settle for fewer classes, but the number of classes isn't as important to me as seeing more adaptability. I've loved talent trees since their appearance back in the d20 Modern book.
+ More "per encounter," less "per day."
+ I would like to see hit points and armor class remain, but I could settle for a saving throw-based system and/or a vitality/wounds system. I don't care what happens to skills/skill points, but I am actually fond of the wide list (for example, I wouldn't want to see listen and spot combined as "perception").
+ Spell points, maybe even some form of unlimited spells (see: warlock or reserve feats), as well as the ability to scale spells for viability at any level (either AU/AE-style or XPH augmentation-style).
+ Unless better systems for them are devised, a complete removal of grappling and counterspelling from the rules.
+ I could go for a revised social skills system, as long as it didn't intrude on actual roleplaying.
That's all I've got at the moment.
 
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Some idea of what to expect from this article:
While there are changes in play (such as incorporating "epic-level play," with 30 levels instead of 20), they are described as "evolutionary" rather than "revolutionary." Other changes include new power sources, changes in resource management, and new encounter design, and more clearly defined monster roles. Changes will speed play, make the game easier to learn, and make DM-ing easier. Concepts for 4th Edition gameplay were tested in the new Star Wars RPG, and the Book of 9 Swords.
Underlined bit makes me happy. :D
 

I have some suggestions, though I cannot really say that I desperate want or need them, or that I desperately want or need certain rules to stay the same.

For races, I would suggest dropping the gnome, half-elf and half-orc, and adding the aasimar, orc and tiefling.

For classes, first I think that the warlock should be merged with the sorcerer to create a more a more generic but superior class. However, if they move to per-encounter for spells, then neither is really necessary.

I think if you could find someway to combine the bard and marshall into a single, effective class, you could have something really special. The flavour would be closer to the bard, but the non-spellcasting mechanics would be much closer to the marshall.

This would never happen, but just as an idea: If you took the previous suggestion that you split tactical and ritual magic, making ritual generally higher level, you could make three advanced classes to go with three core classes. A holy warrior, or templar, or whatever cool sounding name you call them could take the cleric advanced class in order to learn ritual magic. The ranger could take the druid advanced class, and the sorcerer could take the wizard advanced class.
 


more customizeable classes

monster pc could use some help :D

spell casting i dont know how but the way it is now needs change

prep. time could use a major fix

palidins need domain spells

trapfind as a skill for EVERONE, rouges just get bonuses

some of the monsters need some help

thanks for listening, like i said this is the first time ive ever been through an edition change and the expirience is AWESOME!
 

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