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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="ZSutherland" data-source="post: 1958337" data-attributes="member: 7638"><p>Most of the things I would personally prefer can be corrected in 3.x w/ simple house rules, so I won't address them. The rest are more complicated.</p><p></p><p>1) I'll echo Darkness. I'd like to see class features less arbitrarily derived. AEG has provided an ellegant example with Spycraft. It is fairly easy to create new classes (both core and prestige) under their system (which you can find on their discussion boards). This would give DMs the ability to easily refit the system for their own needs while staying within the assumptions of the system. The DMG also suggests DMs create prestige classes for their own campaigns, but this is very diffucult with no set pattern in evidence.</p><p></p><p>2) I will not ask for an end to mini's or encounter exp and all the other trappings of dungeon crawl D&D. In some form or fashion, it's the way most of us originally learned to play the game. It's easy and the repetition helps new players quickly learn the rules. I would, however, like to see more thought out suggestions on variant ways to handle exp awards than "You can choose to give out story or RP exp." Many groups forgo this method eventually as their style of play changes, but they have little guidance on how to go about it.</p><p></p><p>3) I'd like to see the system less dependent on equipment. The PHB isn't particularly dependent, but wealth levels play a huge role in both the DMG and the MM. CR assumes the PCs are properly equipped for their level according to the wealth charts. Personally, I run relatively high magic campaingns, but I understand many people prefer low magic and it's very difficult when the core system largely assumes that at a certain level, the PCs are decked from head to toe in magic gear. I'd like a system where a character's wealth in actual items temporarily modifies his ECL so that encounters can be more easily assigned based on your play style.</p><p></p><p>4) I'd like to see Item Creation and Metamagic reworked so that they are all viable options. I know it was a huge change from 2e and the designers were rightfully conservative with them, but I wish both had been corrected in 3.5. IMO, it is somewhat silly that a spellcaster making a magic item (a fairly in character thing to do for a spellcaster), a process by which he might reasonably learn something about the workings of magic, loses exp. I undestand the personal power arguement, but it doesn't make much sense and many players I've encountered are hesitant to use them for fear that they will fall behind. As for metamagic, it is generally too expensive. I'd like to see more feats for spellcasters along the Augment Summoning line.</p><p></p><p>5) This ties into #3, but I'd like to see a defense bonus based on levels. Again, I understand that HP are not VP/WP and are an abstraction of your character's ability to avoid hits, or turn lethal blows into scratches and bruises, but it makes too much sense to have a defensive counterpart to BAB that indicates your defensive skill in combat w/o relying overmuch on equipment.</p><p></p><p>Z</p></blockquote><p></p>
[QUOTE="ZSutherland, post: 1958337, member: 7638"] Most of the things I would personally prefer can be corrected in 3.x w/ simple house rules, so I won't address them. The rest are more complicated. 1) I'll echo Darkness. I'd like to see class features less arbitrarily derived. AEG has provided an ellegant example with Spycraft. It is fairly easy to create new classes (both core and prestige) under their system (which you can find on their discussion boards). This would give DMs the ability to easily refit the system for their own needs while staying within the assumptions of the system. The DMG also suggests DMs create prestige classes for their own campaigns, but this is very diffucult with no set pattern in evidence. 2) I will not ask for an end to mini's or encounter exp and all the other trappings of dungeon crawl D&D. In some form or fashion, it's the way most of us originally learned to play the game. It's easy and the repetition helps new players quickly learn the rules. I would, however, like to see more thought out suggestions on variant ways to handle exp awards than "You can choose to give out story or RP exp." Many groups forgo this method eventually as their style of play changes, but they have little guidance on how to go about it. 3) I'd like to see the system less dependent on equipment. The PHB isn't particularly dependent, but wealth levels play a huge role in both the DMG and the MM. CR assumes the PCs are properly equipped for their level according to the wealth charts. Personally, I run relatively high magic campaingns, but I understand many people prefer low magic and it's very difficult when the core system largely assumes that at a certain level, the PCs are decked from head to toe in magic gear. I'd like a system where a character's wealth in actual items temporarily modifies his ECL so that encounters can be more easily assigned based on your play style. 4) I'd like to see Item Creation and Metamagic reworked so that they are all viable options. I know it was a huge change from 2e and the designers were rightfully conservative with them, but I wish both had been corrected in 3.5. IMO, it is somewhat silly that a spellcaster making a magic item (a fairly in character thing to do for a spellcaster), a process by which he might reasonably learn something about the workings of magic, loses exp. I undestand the personal power arguement, but it doesn't make much sense and many players I've encountered are hesitant to use them for fear that they will fall behind. As for metamagic, it is generally too expensive. I'd like to see more feats for spellcasters along the Augment Summoning line. 5) This ties into #3, but I'd like to see a defense bonus based on levels. Again, I understand that HP are not VP/WP and are an abstraction of your character's ability to avoid hits, or turn lethal blows into scratches and bruises, but it makes too much sense to have a defensive counterpart to BAB that indicates your defensive skill in combat w/o relying overmuch on equipment. Z [/QUOTE]
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