D&D 4E What I'd Like to See in D&D® 4e

Mouseferatu said:
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I'd like to see equal attention given to playing with and without minis, and I'd like to see the rules divided into Basic and Advanced categories, so people who want to play a simpler/faster/more rules-lite system have that option, and can just ignore the stuff in gray boxes (or however it's set aside), while those who want things like skill synergy and trip attacks and the more complex spells and attacks of opportunity also have that option.
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This would be amazing. But I doubt very much that it will happen. Hasborg just has too much of a financial incentive to make minis seem necessary for them to offer a 'non-mini' alternative combat system. Likewise with respect to the rules more generally -- lots of 'necessary crunch' helps to create the appearance that even more is a good thing, which in turn sells the 'splatbooks' and 'complete exalted' stuff ...
 

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- More concise skills (ie. consolidating move silently and hide)
- Few classes with more options. I would never implement the UA generic classes, but I see it as a possibility for the future. You want to be a barbarian? Take the "warrior" class and then get the appropriate "feats/class abilities" to be a barbarian. Of course, then you get wizards who can rage...which I think is what this is going towards: additional flexibility.
- race "classes"
 

Mouseferatu said:
I'd like to see equal attention given to playing with and without minis, and I'd like to see the rules divided into Basic and Advanced categories, so people who want to play a simpler/faster/more rules-lite system have that option, and can just ignore the stuff in gray boxes (or however it's set aside), while those who want things like skill synergy and trip attacks and the more complex spells and attacks of opportunity also have that option.
I'd like to see that too, but i'm not holding my breath.
 


The core classes themselves would not have so much Greyhawk built into them, or even so much 'Pseudo-Medieval' built into them. Thus, fighters would just be people who fight best, where the feats you pick determine if you wear armor, or are a monk, or a barbarian. Experts are the skill guys who win by out-thinking the enemy, but that can mean you're an inspiring bard, or a sneaky back-stabber, or a monster-hunting scholar.

Mages could be updated easily to keep core D&D sacred cows while making multi-classing work. Spells would be divided up into traditions (with the 3 samples being wizardry, clerical, and naturalistic, though gamers could easily create new ones). Whenever you level up you can pick spells that you know from whichever tradition you're leveling up in. Choosing spells of a certain level in a particular tradition have a prerequisite number of ranks of Knowledge (tradition), so dabbling in two traditions isn't that hard to do, but dabbling in lots can be hard.

The ability to cast spells you don't know by preparing them in advance will be a feat, so you can still make a classical wizard.

The Player's Handbook should have a chapter, at least 10 pages long, on how you can use the same classes to create different types of concepts, for different classic fantasy archetypes, or for exotic things like Arabian, Japanese, or Planescapian.

Options, not restrictions. Reduce the number of mandatory rules, but provide lots of examples of them in use, so people can create the type of game they want.
 

The elimination of LEVELS.

--An 85 year-old 25th-level librarian should'nt be able to kick anyone's butt, much less a 1st level fighter's...

Having the characters advance through proficiency and experiences according to the actual events of their lifetime.

Many of my friends agree that while the D&D system is (or was until d20) among our favorite, the advancement through levels is the weakest part of the game. We often throw many level-dependent rules out the window in order to improve game realism (example: skill level limits).
 

Well I think 4e would make it simultaneously simpler and more versatile without destroying the rules and turning DnD into freeform.

I think we would do away with Base Attack Bonus entirely. It would get incorporated into Skills. Skill-n-Feats would make up 90% of the numbers. Ever read some of those Kenneth S. Hood source material? That stuff is awesome; I could never use it though, because the setting didn't fit mine. Skills would be user-defined; the DM just decides when to use them. Skills with weapons would determine combat prowess.

This might be too much of a change, but I'd like to see a change in basic attributes. Put perception in there somehow. Maybe do away with having both modifiers and attributes, and just have modifiers. That way, you can account for both ends of the spectrum; an ant could have str -25 instead of just -5.

Just a few thoughts.
 

No more spell preparation. I'd take a spellcasting system based on summoning cuddly Pokémon that can use various abilities for you over this. Seriously.

A price (in points) for every class ability. I'm not even asking for a classless game; I just want to know what everything is worth so I can modify classes more easily.
Also, lots of options. No two characters of the same class need to have 100% identical class abilities. The 3.5 ranger and monk are a step in the right direction (as is the Fighter, obviously) but even more options in the core rules would be good.

Alignment optional. Something like d20 Modern's allegiances instead would be good.

More support for monster PCs.

No gnomes.

Art by Luis Royo and Hyung Tae Kim. :p

A promise that CustServ has been disbanded and we will now get answers on rules questions by people who actually know the rules.

More combat maneuvers and options.
 

I wouldn't mind seeing a more broad character creation. Maybe even a classless leveling system similar to Mutants and Masterminds. Allowing you to pick and choose your class abilities and feats and such. I would also like to see a dodge bonus and maybe even a different damage reduction system by armor. You are what you choose to be not what your character class dictates.


The Seraph of Earth and Stone
 


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