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General Tabletop Discussion
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="Gort" data-source="post: 1958271" data-attributes="member: 11239"><p>I want to see a re-balancing of the classes, especially the spellcasting ones. Clerics and druids have access to very powerful magic, and yet pay pretty much none of the cost that a wizard does in BAB, HD, and saves. Especially at higher levels, the spellcasting classes utterly dominate the game. Tone down the power of these casters, and bring the wizard and sorceror up somewhat, and tone down the cleric and druid. Somewhere in the D6 HP, one good save, light armour area. Possibly even a single spellcasting class who can choose from the four spheres of magic (Natural, Divine, Psionic, Arcane) where each sphere has its advantages and disadvantages. I don't see them ever making such a large magic system as D&Ds easy to learn, so I won't hope for that, but at least trouble-shoot some of the worst offending spells. (IMO, Tashas Hideous Laughter and Ottos Irresistable Dance are horrific, along with Animal Growth)</p><p></p><p>Grappling has got to be re-done. Once you're into the realm of giants grappling halflings, it is impossible for the halfling to win, even if he rolls a 20 and the giant rolls a 1. That'd be all well and good if it was a simple contest of strength, but the halfling could be climbing all over the giant, making himself unreachable - and a +1 bonus to his touch AC just isn't good enough to cut it.</p><p></p><p>I'd like to see a re-examination of the huge enemies in general. There is a lot more to swatting a fly than how strong you are. I'd prefer to see more "the giants club comes crashing down, crushing the tomb you were standing on. You jump off to the side and gather yourself for the next attack" than we do at the minute. Giants should have a hard time hitting you, but if they do, you're unconscious at least. Possibly an integral power-attack for larger monsters?</p></blockquote><p></p>
[QUOTE="Gort, post: 1958271, member: 11239"] I want to see a re-balancing of the classes, especially the spellcasting ones. Clerics and druids have access to very powerful magic, and yet pay pretty much none of the cost that a wizard does in BAB, HD, and saves. Especially at higher levels, the spellcasting classes utterly dominate the game. Tone down the power of these casters, and bring the wizard and sorceror up somewhat, and tone down the cleric and druid. Somewhere in the D6 HP, one good save, light armour area. Possibly even a single spellcasting class who can choose from the four spheres of magic (Natural, Divine, Psionic, Arcane) where each sphere has its advantages and disadvantages. I don't see them ever making such a large magic system as D&Ds easy to learn, so I won't hope for that, but at least trouble-shoot some of the worst offending spells. (IMO, Tashas Hideous Laughter and Ottos Irresistable Dance are horrific, along with Animal Growth) Grappling has got to be re-done. Once you're into the realm of giants grappling halflings, it is impossible for the halfling to win, even if he rolls a 20 and the giant rolls a 1. That'd be all well and good if it was a simple contest of strength, but the halfling could be climbing all over the giant, making himself unreachable - and a +1 bonus to his touch AC just isn't good enough to cut it. I'd like to see a re-examination of the huge enemies in general. There is a lot more to swatting a fly than how strong you are. I'd prefer to see more "the giants club comes crashing down, crushing the tomb you were standing on. You jump off to the side and gather yourself for the next attack" than we do at the minute. Giants should have a hard time hitting you, but if they do, you're unconscious at least. Possibly an integral power-attack for larger monsters? [/QUOTE]
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