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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What Changes Do You Hope They Make To The 4E Rules?
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<blockquote data-quote="humble minion" data-source="post: 3703461" data-attributes="member: 5948"><p>- Address magic item dependency syndrome. Make a character more important than his equipment</p><p>- Make the ruleset less dungeon-centric and more broadly applicable to a wide variety of situations. Rolling combat ability into the skill system might be one way to do this, but a more flexible and less pedantic and fussily divided skill list would help no end too (why ARE Search and Spot two different skill after all?) More attention paid to social skills and conflicts.</p><p>- No rebalancing to per-encounter, for the above reasons. If abilities are defined in per-encounter terms, then those designed to be used outside of a combat encounter are bound to be either neglected or horribly underpowered, and setting vermisilitude suffers in the eyes of anyone who thinks about if all for more than three seconds. </p><p>- Hero points of some sort as core, or at least as an option in core. Not 3e action points though - they're too much like hard work. Something simpler, but that still gives the players a little more narrative control.</p><p>- Basic attention to be paid to how the in-game 'economy' works. Not looking for a textbook, but stuff like craft skills, magic item crafting, non-combat spells, and magic item prices need to be vaguely workable. </p><p>- Make counterspelling, mageduelling and the like more interesting, necessary, and practical options. </p><p>- Limit the importance of fighter-buffing (some sort of inherent supernatural ability/feat chain at higher levels would be an idea). Limit the layering of buffs, too. </p><p>- Design melee combat so that 'stand directly next to the enemy and full-attack until he falls over' is not the be-all and end-all. Reward mobility, cinematic actions and the like a bit more</p><p>- consider introducing a difference between 'tactical magic' and 'ritual magic'. The former could in fact be per-encounter and is generally only used to zap the ogre or equivalent, while the latter requires longer casting times, and possibly multiple participants, foci and other paraphenalia, True Names, and other plot-devicey stuff, but potentially has longer-lasting, more powerful, and more profound effects. Tactical magic would be the norm at lower levels, while ritual magic would be increasingly significant past about level 10.</p></blockquote><p></p>
[QUOTE="humble minion, post: 3703461, member: 5948"] - Address magic item dependency syndrome. Make a character more important than his equipment - Make the ruleset less dungeon-centric and more broadly applicable to a wide variety of situations. Rolling combat ability into the skill system might be one way to do this, but a more flexible and less pedantic and fussily divided skill list would help no end too (why ARE Search and Spot two different skill after all?) More attention paid to social skills and conflicts. - No rebalancing to per-encounter, for the above reasons. If abilities are defined in per-encounter terms, then those designed to be used outside of a combat encounter are bound to be either neglected or horribly underpowered, and setting vermisilitude suffers in the eyes of anyone who thinks about if all for more than three seconds. - Hero points of some sort as core, or at least as an option in core. Not 3e action points though - they're too much like hard work. Something simpler, but that still gives the players a little more narrative control. - Basic attention to be paid to how the in-game 'economy' works. Not looking for a textbook, but stuff like craft skills, magic item crafting, non-combat spells, and magic item prices need to be vaguely workable. - Make counterspelling, mageduelling and the like more interesting, necessary, and practical options. - Limit the importance of fighter-buffing (some sort of inherent supernatural ability/feat chain at higher levels would be an idea). Limit the layering of buffs, too. - Design melee combat so that 'stand directly next to the enemy and full-attack until he falls over' is not the be-all and end-all. Reward mobility, cinematic actions and the like a bit more - consider introducing a difference between 'tactical magic' and 'ritual magic'. The former could in fact be per-encounter and is generally only used to zap the ogre or equivalent, while the latter requires longer casting times, and possibly multiple participants, foci and other paraphenalia, True Names, and other plot-devicey stuff, but potentially has longer-lasting, more powerful, and more profound effects. Tactical magic would be the norm at lower levels, while ritual magic would be increasingly significant past about level 10. [/QUOTE]
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What Changes Do You Hope They Make To The 4E Rules?
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