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What do you want to see from 4E Publishers?
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<blockquote data-quote="Greg K" data-source="post: 4485888" data-attributes="member: 5038"><p>I want in the following order:</p><p>1) alternative mechanics. </p><p>2) new variant class builds (think UA style class variants) and classes </p><p>3) genre books (e.g, steampunk).</p><p></p><p>With regards to mechanics, I had issues with 3e. 3e introduced many great changes. However, it was Unearthed Arcana and third party alternative mechanics (e.g, Artificer's Handbook (MEG), Elements of Magic (EN Publishing), and the Psychic's Handbook (Green Ronin) addressing many of my issues with both 3e DND and d20Modern that got me to fully embrace those game. </p><p></p><p>Now, I would like to see third parties tackle alternative and new mechanics for 4e, because, while I like some of the 4e changes (e.g, nonbiological racial abilities as feats, the unified save and multiclassing), many of the other mechanical changes were terrible, imo. With regards to alternative mechanics, I would like to see the following</p><p></p><p>- removing +1/2 level from ability checks</p><p>- the addition of d20Modern style occupations/ Adamant's d20 Fantasy Occupations</p><p>- bringing back craft and profession skills</p><p>- reinstituting skill ranks</p><p>- alternative healing mechanics</p><p>- alternative rules for daily item use</p><p>- removing per encounter/ daily</p><p>- Mutants and Masterminds style hero points instead of the 4e's action points, healing surges, and +1/2 level untrained bonus.</p><p>- Elements of Magic: Revised or Mythic Earth style magic system</p><p>- Psychic's Handbook style mental powers</p><p>- Book of Iron Might style maneuver system: Rather than per encounter and daily, give the players the ability to have characters attempt cool non-supernatural maneuvers on the fly and provide the DM the tools and a cheat sheet to make it happen.</p><p>- bring back the balance between simulationism and gamism</p><p></p><p>The other thing that I would like to see is third parties create new classes and builds. In 3e, I didn't like the supplemental classes or most of the PrCs that WOTC released. Nor, did I like the format of their splat books. </p><p>In contrast, I liked several third party books. I liked Master Class books from Green Ronin, the Book of Roguish Luck (Malhavoc) and books like Master of Arms (Second World)</p><p></p><p>While, I haven't seen any third party classes for 4e, my distaste for WOTC's class material has already begun. I dislike the 4e Paladin and Cleric. I dislike a lot of the Warlock stuff. And, I am not happy with the planned PHB formatting. I really want to see what third parties have in store for classes. </p><p>However, I want to see:</p><p></p><p>- Class books done in the format of the 2e Complete Handbooks, Green Ronin's Master Class books and Mongoose's Quintessential line. Rather than throwing a random assortment of classes in one book, focus on particluar existing or new class and really explore the different variations of the class.</p><p>In my opinion, Green Ronin's Psychic Handbook, Shaman's Handbook and Witch's Handbook are the ideal format for handling class books as were the Quintessential format (even if I disagree with how they approached the class variants). </p><p></p><p>Before using paragon paths, ask yourself, "Is this something that could simply reflect a variation in a starting character's training due to their cultural background , social standing, master or profession?". If so, use starting class builds with a few adjustments (e.g, swapping starting skill, new exploits) and, the occassional new class, before paragon paths. </p><p>Most 3e PrCs, in my opinion were annoying. There was nothing prestigious about most of them. They were concepts that could have represented a variation in a character's intitial training due to background (e.g, culture or occupation) and should have been handled through character customization as per the 3e PHB and UA style class variants rather than jumping through multiclassing combinations.</p><p></p><p>edit: And, from Adamant specifically, the Hot Pursuit books and d20 fantasy occupations</p></blockquote><p></p>
[QUOTE="Greg K, post: 4485888, member: 5038"] I want in the following order: 1) alternative mechanics. 2) new variant class builds (think UA style class variants) and classes 3) genre books (e.g, steampunk). With regards to mechanics, I had issues with 3e. 3e introduced many great changes. However, it was Unearthed Arcana and third party alternative mechanics (e.g, Artificer's Handbook (MEG), Elements of Magic (EN Publishing), and the Psychic's Handbook (Green Ronin) addressing many of my issues with both 3e DND and d20Modern that got me to fully embrace those game. Now, I would like to see third parties tackle alternative and new mechanics for 4e, because, while I like some of the 4e changes (e.g, nonbiological racial abilities as feats, the unified save and multiclassing), many of the other mechanical changes were terrible, imo. With regards to alternative mechanics, I would like to see the following - removing +1/2 level from ability checks - the addition of d20Modern style occupations/ Adamant's d20 Fantasy Occupations - bringing back craft and profession skills - reinstituting skill ranks - alternative healing mechanics - alternative rules for daily item use - removing per encounter/ daily - Mutants and Masterminds style hero points instead of the 4e's action points, healing surges, and +1/2 level untrained bonus. - Elements of Magic: Revised or Mythic Earth style magic system - Psychic's Handbook style mental powers - Book of Iron Might style maneuver system: Rather than per encounter and daily, give the players the ability to have characters attempt cool non-supernatural maneuvers on the fly and provide the DM the tools and a cheat sheet to make it happen. - bring back the balance between simulationism and gamism The other thing that I would like to see is third parties create new classes and builds. In 3e, I didn't like the supplemental classes or most of the PrCs that WOTC released. Nor, did I like the format of their splat books. In contrast, I liked several third party books. I liked Master Class books from Green Ronin, the Book of Roguish Luck (Malhavoc) and books like Master of Arms (Second World) While, I haven't seen any third party classes for 4e, my distaste for WOTC's class material has already begun. I dislike the 4e Paladin and Cleric. I dislike a lot of the Warlock stuff. And, I am not happy with the planned PHB formatting. I really want to see what third parties have in store for classes. However, I want to see: - Class books done in the format of the 2e Complete Handbooks, Green Ronin's Master Class books and Mongoose's Quintessential line. Rather than throwing a random assortment of classes in one book, focus on particluar existing or new class and really explore the different variations of the class. In my opinion, Green Ronin's Psychic Handbook, Shaman's Handbook and Witch's Handbook are the ideal format for handling class books as were the Quintessential format (even if I disagree with how they approached the class variants). Before using paragon paths, ask yourself, "Is this something that could simply reflect a variation in a starting character's training due to their cultural background , social standing, master or profession?". If so, use starting class builds with a few adjustments (e.g, swapping starting skill, new exploits) and, the occassional new class, before paragon paths. Most 3e PrCs, in my opinion were annoying. There was nothing prestigious about most of them. They were concepts that could have represented a variation in a character's intitial training due to background (e.g, culture or occupation) and should have been handled through character customization as per the 3e PHB and UA style class variants rather than jumping through multiclassing combinations. edit: And, from Adamant specifically, the Hot Pursuit books and d20 fantasy occupations [/QUOTE]
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