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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="Dougan Axehammer" data-source="post: 3705782" data-attributes="member: 52186"><p>(This would save me a bunch of hassle.)</p><p></p><p>Overhaul the economic system in D&D, basing prices on average trade value instead of demand or occupation (would be nice to see some values for natural resources such as land, leather or wood; or "recipes" and difficulties for the craft checks)</p><p></p><p>Add some flavor items to the equipment lists (e.g. herbs and spices, color pigments)</p><p></p><p>Move profession to the list of feats (many professions require or include various skills)</p><p></p><p>Move weapons to the skill list as weapon groups (e.g. one-handed swords) for better customization</p><p></p><p>Use rules for skill specialization, so that character with 3 ranks in one-hand swords could specialize with long swords (as seen in the DnD Archive website; no link sorry folks)</p><p></p><p>Change cooking and brewing (could be subbed for alchemy) to separate craft skills</p><p></p><p>Create new skill mechanic for harvesting crops (or something similar)</p><p></p><p>Divide survival into navigation and tracking (do away with the tracking feat)</p><p></p><p>Challenge ratings, encounter levels, and experience rewards for non-combat situations; not every "experience" needs to involve attacking someone or disarming a trap</p><p></p><p>Determine hit-points by race instead of class, and use a level-based damage reduction determined by class (similar to BAB)</p><p></p><p>Eliminate or reduce level-based wealth and treasure rewards</p><p></p><p>Use armor as a means of damage reduction instead of armor class; heavily armored knights should be <em>easier</em> to hit the wearer, but harder to damage</p><p></p><p>(Shields could be used for both armor class and damage reduction)</p><p></p><p>Mainstream armor hit points to make craft-skills more fundamental</p><p></p><p>Replace arcane spell failure by applying the check penalty to spellcraft as well as other skills</p><p></p><p>Make weapons with piercing as a subtype (e.g. picks) more versatile by allow armor penetration to overcome damage reduction</p><p></p><p>Change spellcasting to use spellpoints instead of spells per day; determine spells known with the same mechanic used for wizard's spellbooks (i.e. a few cantrips, a first level spell or two and bonus spells from his Int mod)</p><p></p><p>(Alternatively, you could use skill points to "buy" spells per level with lower spells as prequistes, like feats)</p><p></p><p>Use Cha/Pre as the ability modifier for spellcraft</p><p></p><p>The feat Spell Preparation (read: Arcane Preparation) allows the caster to prepare "unknown" spells from books and scrolls that he possesses (which could make spell books valuable again)</p><p></p><p>Use Domains as feats in the style of UA wizard domains (e.g. conjuration) and add Domain Power feat to get powers based on the domains</p><p></p><p>Use mechanics for Honor, Taint, and Insanity instead of Alignments</p><p></p><p>Switch to a hex-based tactical map</p><p></p><p>KEEP</p><p></p><p>Base attack bonus</p><p>Saving Throws</p><p>Attacks of Opportunity</p><p>Facing</p><p>Immediate Action, Partial Action and Full action</p><p>Rotating Initiative</p></blockquote><p></p>
[QUOTE="Dougan Axehammer, post: 3705782, member: 52186"] (This would save me a bunch of hassle.) Overhaul the economic system in D&D, basing prices on average trade value instead of demand or occupation (would be nice to see some values for natural resources such as land, leather or wood; or "recipes" and difficulties for the craft checks) Add some flavor items to the equipment lists (e.g. herbs and spices, color pigments) Move profession to the list of feats (many professions require or include various skills) Move weapons to the skill list as weapon groups (e.g. one-handed swords) for better customization Use rules for skill specialization, so that character with 3 ranks in one-hand swords could specialize with long swords (as seen in the DnD Archive website; no link sorry folks) Change cooking and brewing (could be subbed for alchemy) to separate craft skills Create new skill mechanic for harvesting crops (or something similar) Divide survival into navigation and tracking (do away with the tracking feat) Challenge ratings, encounter levels, and experience rewards for non-combat situations; not every "experience" needs to involve attacking someone or disarming a trap Determine hit-points by race instead of class, and use a level-based damage reduction determined by class (similar to BAB) Eliminate or reduce level-based wealth and treasure rewards Use armor as a means of damage reduction instead of armor class; heavily armored knights should be [i]easier[/i] to hit the wearer, but harder to damage (Shields could be used for both armor class and damage reduction) Mainstream armor hit points to make craft-skills more fundamental Replace arcane spell failure by applying the check penalty to spellcraft as well as other skills Make weapons with piercing as a subtype (e.g. picks) more versatile by allow armor penetration to overcome damage reduction Change spellcasting to use spellpoints instead of spells per day; determine spells known with the same mechanic used for wizard's spellbooks (i.e. a few cantrips, a first level spell or two and bonus spells from his Int mod) (Alternatively, you could use skill points to "buy" spells per level with lower spells as prequistes, like feats) Use Cha/Pre as the ability modifier for spellcraft The feat Spell Preparation (read: Arcane Preparation) allows the caster to prepare "unknown" spells from books and scrolls that he possesses (which could make spell books valuable again) Use Domains as feats in the style of UA wizard domains (e.g. conjuration) and add Domain Power feat to get powers based on the domains Use mechanics for Honor, Taint, and Insanity instead of Alignments Switch to a hex-based tactical map KEEP Base attack bonus Saving Throws Attacks of Opportunity Facing Immediate Action, Partial Action and Full action Rotating Initiative [/QUOTE]
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