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

Masquerade said:
+ 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!

Agreed. And while they're at it, they can dump the generic +1 sword. Make magical items grow with the characters or something, not "just another magic mace".
 

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What I'd like to see:

  • Spell points rather than fire-and-forget or spell slots
  • Drop multiclass penalties and favored classes
  • Shoehorn monsters into a CR progression that makes sense; no more demon lords weaker than their vassals, for instance. Core going to 30th level should help this.
  • Better equality among energy types - no need for sonic to always be excluded or nerfed due to the overall lack of resistances to it.
  • Less save or die spells
  • Less total immunities that are easy to obtain (heavy fortification, I'm lookin' at you)
  • Better monster advancement rules (spell resistance, damage reduction, and caster level should improve as the monster goes up in CR)
  • More reliance on skills and opportunities to use them

Of those, I bet the only ones we'll see are the 2nd and 3rd points.
 

Frankly, I think D&D should be flexible enough so that gamers who want static magic items, and gamers who want magic items that grow with the characters, and gamers who want magic items with simple pluses, and gamers who want magic items without pluses, and gamers who want wizards to be able to create magic swords with just a feat, and gamers who want wizards to be able to create magic swords with Craft skills, and gamers who don't want wizards to be able to create magic swords at all will be able to use D&D rules for whatever best suits their style of play.
 

I'd like to see most monsters written as races, with an appropriate LA, and then have samples of the race with various classes.

So, for example, the MM could have the Goblin race, a sample goblin warrior (Warrior 1), goblin warlord (Warrior 1, Fighter 2) and a goblin shaman (Druid 2). It'd be a two page spread for each monster.

The same could be done for dozens of monsters and it'd be a big help. The could trim the MM down to about 50 of the major monsters, add all this info, and you get a great hybrid of a MM and a Savage Species-like book.

For more powerful races, such as Mind Flayers, you could even do the race levels like Savage Species had, all in the MM, and set as the standard for all monster books to come.
 

I want them to take the lessons learned in the last few monster manuals about how to present monsters, and phrase monster special abilities, for maximum fun.

I then want them to insert template-like rules for how to take one of these stripped down monsters and put the fearsome back in; for instance, present vrock as very stripped down, suitable-for-bruiser-use monsters... and then present their out-of-combat panoply separately, allowing both ease of use in play and thematic place. Hell, if they're greedy, they could publish the ecology/culture notes and these out-of-combat templates in a separate book, forcing you to pay again for the same creature you've already bought.


I want them to take the granular nature of Saga Edition skills/feats/classes and port them into D&D. They could have a nice home here.

I want them to, as others have said, make magic items *really* magic, and call mere enhancers by some other name (expand the role of masterwork!).

Then I want them to introduce a system of "boons" under the umbrella of the treasure system, putting prices on minor, point-buy-like expansions of personal power. This would let someone who really should have +2 sneak, because of X Y Z, get it anyway, but not require it for characters for whom just getting set up is more important.


I want big ritual-y magic to be big and ritual-y.

I want a LOT of sidebars. :-D
 

oh more things


No automatic immunity for races and classes- a really good save bonus yes. immunity,no
Less reliance on magic items
Less need for multiclassing to meet a common concept as I despise how multiclassing works
d20 Modern type Talent trees- one of the few things I think they did right with the new Star Wars game.

edit: Less reliance on buffs
 
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Greg K said:
oh more things


No automatic immunity for races and classes- a really good save bonus yes. immunity,no
Less reliance on magic items
Less need for multiclassing to meet a common concept as I despise how multiclassing works
d20 Modern type Talent trees- one of the few things I think they did right with the new Star Wars game.

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.

Now do the same thing with things like sneak attack damage and the monk's unnarmed attack damage. Viola!

Or maybe, instead of feats, multiclass characters can select Talents from a multiclass Talent tree that offers abilities that better allow you to blend your classes.
 

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