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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="Mighty Halfling" data-source="post: 3705952" data-attributes="member: 13134"><p>While I know most decisions have already been made, here's my list:</p><p><strong>Buff spells</strong> — Any spell that offers a temporary boost to a character's key stats. Why not put them as a class feature?</p><p><strong>Dispelling</strong> — Right now it's really tough. I'm not sure if it should be, but that action needs to be looked at.</p><p><strong>Customizable Spells</strong> -- Instead of a fireball, make it an "energy burst" and let the caster pick his perferred elemental type. Then add things like "energy ray," "energy weapon," "energy wall," "energy grapple" and so on. You'd eliminate a third of your spells that way.</p><p><strong>Familliars</strong> -- Boy do they suck. How about letting them be something besides decoration. You could have them be an option for replacing spell components, for example. Or, as with Animal Companions, have them scale with the user. Not neccesarily as a fighting beast, but as an assistant to spell casting.</p><p><strong>Magic items</strong> — Another class feature idea: Let a wizard be able to create a certain number of items per level. Nix the experience point drain for creating them.</p><p><strong>Scaling magic items</strong> — Let characters keep their magic items and make them scale up as they level. Maybe they need to do something to activate that scaling ability, such as dip it in a magic pool, or slay a particular beast.</p><p><strong>HP curing spells</strong> — Allow Clerics to heal a flat amount of hit points per day per level. Don't make this part of their spell list.</p><p><strong>Armor </strong> — Make it deflect damage (Damage reduction), rather than make it harder to hit the armor bearer.</p><p><strong>Shields</strong> — Keep the shield abilities presented as feats in the various supplements.</p><p><strong>Feats</strong> — Feats totally rock. They improve customization opportunities. Please keep them!</p><p><strong>Saves</strong> -- I love how they work in 3.5e. No changes needed IMHO.</p><p><strong>Half-orcs</strong> — Keep them, add more flavorful race abilities (such as Iron Stomach). Also, please, please, please put the Orcish shotput into the core suite of weapons. It's odd and very flavorful.</p><p><strong>Weapons suite</strong> — The more the merrier. The 3e weapon selection was damn good. Make it even better.</p><p><strong>Druids</strong> — It took 3.5e to make druids cool. Let's keep that coolness flowing!</p><p><strong>Monks</strong> — I want to like them, but they still suck for 3.5e. I don't have any idea how I'd fix them, but they should be included.</p><p><strong>Curing diseases</strong> — Diseases in D&D are supposed to be a neat mix of character development and character hinderance. Make them tougher to cure by spells. You can include caster-level checks and bizarre components in this mix. No instant "OK, you're fine now." How about a spell that reverses the effects over time?</p><p><strong>Damage Resistance</strong> — I like it in general, but the one thing I hate is when it requires a specific "plussed weapon" or higher to hit, it's just silly. Just remove that part.</p><p><strong>Attacks of Opportunity</strong> — I love this aspect of the game, but I know it's been house-ruled out by a lot of people. Please keep this tactical bit of greatness.</p><p><strong>Special Attacks </strong> — Grappling, sundering, disarms, trips and parries desperately need to be fixed. Sure they work OK, but the mechanics involved make them clunky.</p><p><strong>Sneak Attacks</strong> — Another great addition to the game for 3.5e. I love them and all the reasons you get to use one.</p><p><strong>Mounted Combat</strong> -- Yeah, when your getting hit by fireballs, it sucks to be riding a horse. The problem is that the image is too awesome to let it go. Figure out some way for mounted combat to work.</p><p><strong>Chase rules</strong> -- One of the biggest ommissions in 3.5e.</p><p><strong>Elves and gnomes</strong> — Make them fey because this adds flavor to them. Secondly, gnomes and half-elves would be my first-to-dump races.</p><p><strong>Halflings & Dwarves </strong> — Please keep. They both finally rock in 3.5e.</p><p><strong>Tieflings</strong> — Not terribly interested in these guys. I would have preferred an elemental flavored race, such as the Mephling.</p><p><strong>"Good monsters"</strong> — Please keep them, but assign them a specific duty that makes them actually useable and something that's worth interacting with. My suggestion would be to have good monsters serve as protectors of magic sources, magic weapons and nature.</p><p><strong>"Humanoid monsters"</strong> — All humanoid monsters should have scaleable powers that increase with their level or hit dice.</p><p><strong>NPC classes</strong> — Keep NPC classes, but make adventurers transition from an NPC class to an adventuring class.</p><p><strong>NPC levels </strong> — Allow NPC classes to gain more skill points by living their life and overcoming obstacles, not killing things. This could be reflected in a level change that doesn't include hit points.</p><p><strong>Ceremonies </strong> — Some spells should be reconfigured so they are essentially lengthy ceremonies that require heaps of material components or additional participants. That gives clerics a reason to serve their god's worshippers.</p><p><strong>Domains</strong> -- Please keep. They make the cleric a fun character. However, Domains shouldn't just be extra spells. Focus on the domain abilities too.</p><p><strong>Story rewards</strong> -- Offer a chart/rules that give real EXP for good role-playing. Make it part of the rules, not just suggestions. </p><p><strong>PDF publishers</strong> — Please make sure you allow the small-time PDF publishers to work in the game, even if you don't trust their content. Maybe they have to pay a fee if the work is converted from PDF to to a non-POD print.</p><p><strong>Online initiatives </strong> — These are fine, but don't make them a requirement for play. That would be a true dealbreaker for me. I want time to hang out with my friends, not sit at a computer after I sit at a computer at work.</p></blockquote><p></p>
[QUOTE="Mighty Halfling, post: 3705952, member: 13134"] While I know most decisions have already been made, here's my list: [B]Buff spells[/B] — Any spell that offers a temporary boost to a character's key stats. Why not put them as a class feature? [B]Dispelling[/B] — Right now it's really tough. I'm not sure if it should be, but that action needs to be looked at. [B]Customizable Spells[/B] -- Instead of a fireball, make it an "energy burst" and let the caster pick his perferred elemental type. Then add things like "energy ray," "energy weapon," "energy wall," "energy grapple" and so on. You'd eliminate a third of your spells that way. [B]Familliars[/B] -- Boy do they suck. How about letting them be something besides decoration. You could have them be an option for replacing spell components, for example. Or, as with Animal Companions, have them scale with the user. Not neccesarily as a fighting beast, but as an assistant to spell casting. [B]Magic items[/B] — Another class feature idea: Let a wizard be able to create a certain number of items per level. Nix the experience point drain for creating them. [B]Scaling magic items[/B] — Let characters keep their magic items and make them scale up as they level. Maybe they need to do something to activate that scaling ability, such as dip it in a magic pool, or slay a particular beast. [B]HP curing spells[/B] — Allow Clerics to heal a flat amount of hit points per day per level. Don't make this part of their spell list. [B]Armor [/B] — Make it deflect damage (Damage reduction), rather than make it harder to hit the armor bearer. [B]Shields[/B] — Keep the shield abilities presented as feats in the various supplements. [B]Feats[/B] — Feats totally rock. They improve customization opportunities. Please keep them! [B]Saves[/B] -- I love how they work in 3.5e. No changes needed IMHO. [B]Half-orcs[/B] — Keep them, add more flavorful race abilities (such as Iron Stomach). Also, please, please, please put the Orcish shotput into the core suite of weapons. It's odd and very flavorful. [B]Weapons suite[/B] — The more the merrier. The 3e weapon selection was damn good. Make it even better. [B]Druids[/B] — It took 3.5e to make druids cool. Let's keep that coolness flowing! [B]Monks[/B] — I want to like them, but they still suck for 3.5e. I don't have any idea how I'd fix them, but they should be included. [B]Curing diseases[/B] — Diseases in D&D are supposed to be a neat mix of character development and character hinderance. Make them tougher to cure by spells. You can include caster-level checks and bizarre components in this mix. No instant "OK, you're fine now." How about a spell that reverses the effects over time? [B]Damage Resistance[/B] — I like it in general, but the one thing I hate is when it requires a specific "plussed weapon" or higher to hit, it's just silly. Just remove that part. [B]Attacks of Opportunity[/B] — I love this aspect of the game, but I know it's been house-ruled out by a lot of people. Please keep this tactical bit of greatness. [B]Special Attacks [/B] — Grappling, sundering, disarms, trips and parries desperately need to be fixed. Sure they work OK, but the mechanics involved make them clunky. [B]Sneak Attacks[/B] — Another great addition to the game for 3.5e. I love them and all the reasons you get to use one. [B]Mounted Combat[/B] -- Yeah, when your getting hit by fireballs, it sucks to be riding a horse. The problem is that the image is too awesome to let it go. Figure out some way for mounted combat to work. [B]Chase rules[/B] -- One of the biggest ommissions in 3.5e. [B]Elves and gnomes[/B] — Make them fey because this adds flavor to them. Secondly, gnomes and half-elves would be my first-to-dump races. [B]Halflings & Dwarves [/B] — Please keep. They both finally rock in 3.5e. [B]Tieflings[/B] — Not terribly interested in these guys. I would have preferred an elemental flavored race, such as the Mephling. [B]"Good monsters"[/B] — Please keep them, but assign them a specific duty that makes them actually useable and something that's worth interacting with. My suggestion would be to have good monsters serve as protectors of magic sources, magic weapons and nature. [B]"Humanoid monsters"[/B] — All humanoid monsters should have scaleable powers that increase with their level or hit dice. [B]NPC classes[/B] — Keep NPC classes, but make adventurers transition from an NPC class to an adventuring class. [B]NPC levels [/B] — Allow NPC classes to gain more skill points by living their life and overcoming obstacles, not killing things. This could be reflected in a level change that doesn't include hit points. [B]Ceremonies [/B] — Some spells should be reconfigured so they are essentially lengthy ceremonies that require heaps of material components or additional participants. That gives clerics a reason to serve their god's worshippers. [B]Domains[/B] -- Please keep. They make the cleric a fun character. However, Domains shouldn't just be extra spells. Focus on the domain abilities too. [B]Story rewards[/B] -- Offer a chart/rules that give real EXP for good role-playing. Make it part of the rules, not just suggestions. [B]PDF publishers[/B] — Please make sure you allow the small-time PDF publishers to work in the game, even if you don't trust their content. Maybe they have to pay a fee if the work is converted from PDF to to a non-POD print. [B]Online initiatives [/B] — These are fine, but don't make them a requirement for play. That would be a true dealbreaker for me. I want time to hang out with my friends, not sit at a computer after I sit at a computer at work. [/QUOTE]
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