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D&D Older Editions, OSR, & D&D Variants
What I'd Like to See in D&D® 4e
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<blockquote data-quote="Steverooo" data-source="post: 1958262" data-attributes="member: 9410"><p>I'd like to see Rangers be able to do anything in a typical survival manual, and in a reasonably quick period of time. This includes setting snares, deadfalls, pits (with or without spikes), and limb traps, using the Survival skill. Sure, if he wants to spend a week forging metal and beating it on the anvil, then add some springs, nuts, and bolts to make a bear trap, let him use the Trapmaking rules in the DMG, but if all he wants to do is to set snares for his DC:10 Survival check to find food in the wild, he shouldn't need a week and 1,000 GP to do it!</p><p></p><p>I'd like to see the Trapmaking system fleshed out, made some sense of, and applied to Rogues, as well.</p><p></p><p>I'd like to see <em>Invisibility</em> restored to the 1e -4 to hit, instead of the "you can't hit what you can't see" shield of invulnerability that it is now. I'd like to see <em>Spider Climb</em>, and such-like simply grant the caster 3+1/level ranks in Climb (or whatever), instead of making skills nerfed to worthlessness. <em>Truestrike</em> does the same for BAB.</p><p></p><p>If you want to get rid of Vancian Magic, first reduce spells to a power level equal to weapons (1D6 / 1D8 / 1D10 damage, x2 / x3 / x4 on a critical) then give them a "To-Hit" or "Miss" chance, just like a Fighter with his weapons. THEN you can allow casters unlimited uses/day, as long as they have their components, just like Fighters have unlimited attacks as long as they have their swords, and Rogues have unlimited lockpicking attempts so long as they have their tools.</p><p></p><p>Make PCs more capable, and Feats less picky. Any PC can strike unarmed, attempt a trip, sunder, disarm, etc., without provoking an AoO.</p><p></p><p>Go back to three attacks in two rounds being the most that any PC can make (as in 1e). Speed up combat.</p><p></p><p>Let the Cloak & Boots of Elvenkind replace the PC's rolls of 1-10 with a 19, and 11-20 with 20, instead of adding anything to Hide/Move Silently, and at the same cost as an "at will" first level spell item (<em>Truestrike</em>). This is closer to what the item originally did, and makes it useful, again, without the inordinate cost.</p><p></p><p>Give everyone the same skill points/level, but also +1 Rank of each Class Skill at every level (Pick one, for Craft, Knowledge, Perform, and Profession). Again, PCs become more capable, and they can max out a skill and it will STAY maxed out, and they can pick up more Cross-Class Skills.</p><p></p><p>Put skills together, where they can be, and make all of them more important. Make magic less able to nerf skill use! (For instance, Knowledge (Arcana) should be knowledge of all things magical, and include Spellcraft and Concentration).</p><p></p><p>Hide regains the inclusion of camouflage within in, and thus you can camo yourself to "hide in plain sight", again, returning a good Hide (and Move Quiety) skill to be about as good as Invisibility. You can also hide and object, etc.</p><p></p><p>Give every level a new ability, or at least a Feat from a list (smaller than the Fighter's). No more empty levels.</p><p></p><p>New uses for skills. Appraise opponents. Hide objects. More uses for Knowledges and Professions.</p><p></p><p>More choices. Each Class, for instance, should have a list of Feats, like the Fighter, with certain new Feats available only to certain classes (although Rogues and Bards will share many Feats, for example). Use these to fill those "empty" levels.</p><p></p><p>Make most (if not all) class abilities Feats. So you can have a Monk with Trapfinding, and a Ranger with Uncanny Dodge and Fast Movement, for example.</p><p></p><p>Allow "Magical Incorporation", instead of magic items... Thus, for 1,000 GP, a PC gains the ability for any weapon they wield to become magical (+1). For more money, they can increase this Enhancement Bonus to +5. They could also add other affects, such as a +1 Luck Bonus to all saves, etc. This is still treated the same as a magic item, and limited by wealth, the only difference is, they can't be taken away.</p><p></p><p>...</p><p></p><p>I don't really expect to see any of that, but... it would be nice (and what I WANT to see in 4e)! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Steverooo, post: 1958262, member: 9410"] I'd like to see Rangers be able to do anything in a typical survival manual, and in a reasonably quick period of time. This includes setting snares, deadfalls, pits (with or without spikes), and limb traps, using the Survival skill. Sure, if he wants to spend a week forging metal and beating it on the anvil, then add some springs, nuts, and bolts to make a bear trap, let him use the Trapmaking rules in the DMG, but if all he wants to do is to set snares for his DC:10 Survival check to find food in the wild, he shouldn't need a week and 1,000 GP to do it! I'd like to see the Trapmaking system fleshed out, made some sense of, and applied to Rogues, as well. I'd like to see [I]Invisibility[/I] restored to the 1e -4 to hit, instead of the "you can't hit what you can't see" shield of invulnerability that it is now. I'd like to see [I]Spider Climb[/I], and such-like simply grant the caster 3+1/level ranks in Climb (or whatever), instead of making skills nerfed to worthlessness. [I]Truestrike[/I] does the same for BAB. If you want to get rid of Vancian Magic, first reduce spells to a power level equal to weapons (1D6 / 1D8 / 1D10 damage, x2 / x3 / x4 on a critical) then give them a "To-Hit" or "Miss" chance, just like a Fighter with his weapons. THEN you can allow casters unlimited uses/day, as long as they have their components, just like Fighters have unlimited attacks as long as they have their swords, and Rogues have unlimited lockpicking attempts so long as they have their tools. Make PCs more capable, and Feats less picky. Any PC can strike unarmed, attempt a trip, sunder, disarm, etc., without provoking an AoO. Go back to three attacks in two rounds being the most that any PC can make (as in 1e). Speed up combat. Let the Cloak & Boots of Elvenkind replace the PC's rolls of 1-10 with a 19, and 11-20 with 20, instead of adding anything to Hide/Move Silently, and at the same cost as an "at will" first level spell item ([I]Truestrike[/I]). This is closer to what the item originally did, and makes it useful, again, without the inordinate cost. Give everyone the same skill points/level, but also +1 Rank of each Class Skill at every level (Pick one, for Craft, Knowledge, Perform, and Profession). Again, PCs become more capable, and they can max out a skill and it will STAY maxed out, and they can pick up more Cross-Class Skills. Put skills together, where they can be, and make all of them more important. Make magic less able to nerf skill use! (For instance, Knowledge (Arcana) should be knowledge of all things magical, and include Spellcraft and Concentration). Hide regains the inclusion of camouflage within in, and thus you can camo yourself to "hide in plain sight", again, returning a good Hide (and Move Quiety) skill to be about as good as Invisibility. You can also hide and object, etc. Give every level a new ability, or at least a Feat from a list (smaller than the Fighter's). No more empty levels. New uses for skills. Appraise opponents. Hide objects. More uses for Knowledges and Professions. More choices. Each Class, for instance, should have a list of Feats, like the Fighter, with certain new Feats available only to certain classes (although Rogues and Bards will share many Feats, for example). Use these to fill those "empty" levels. Make most (if not all) class abilities Feats. So you can have a Monk with Trapfinding, and a Ranger with Uncanny Dodge and Fast Movement, for example. Allow "Magical Incorporation", instead of magic items... Thus, for 1,000 GP, a PC gains the ability for any weapon they wield to become magical (+1). For more money, they can increase this Enhancement Bonus to +5. They could also add other affects, such as a +1 Luck Bonus to all saves, etc. This is still treated the same as a magic item, and limited by wealth, the only difference is, they can't be taken away. ... I don't really expect to see any of that, but... it would be nice (and what I WANT to see in 4e)! :p [/QUOTE]
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