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What is, by consensus opinion, obviously broken?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5085691" data-attributes="member: 710"><p>Condition Tracking can be extreme. But you can't remove them either, because then combat will quickly turn boring or repetitive as you reduce the tactical depth.</p><p></p><p>I guess the damage/hit point ratio could be improved in favor of damage, e.g. it takes less time to take someone out. The challenge is doing that without making initiative and focus fire over-important. Combat needs to be long enough to be able to make meaningful decisions. </p><p>Healing Powers need probably some "fixes" in that regard. Surgeless healing should remain rare and be limited to daily powers and maybe some epic encounter powers. Instead, more powers could grant temporary hit points. </p><p></p><p>Rituals with a faster casting time seem to be a good idea to me. Some rituals might even be useable during combat (maybe as a mini-challenge). They shouldn't give offensive powers, but being able to teleport from battle or open a passage through a wall sounds fine to me.</p><p></p><p>I don't think Skill Challenges require a new edition - Each new DMG can "fix" them. </p><p></p><p>The Expertise "Solution" should probably be reworked. The challenge might be keeping it simple and well integrated in the rules. A general +1 bonus at 5th, 15th and 25th level doesn't achieve that, in my opinion, it seems a strange extra modifier for no reason. </p><p>Racial Attack Powers and some Paragon Attack Powers that don't use Implements or Weapons suffer at the moment compared to implement/weapon powers due to the lack of expertise, so these need to be fixed. But theoretically, Errata could do this already. </p><p></p><p>Implements and Weapons - I think it would be neat if Implement and Weapon powers both would use a similar balancing mechanism - Proficiency Bonus + Damage rating. I am a little "worried" over the power balancing. Implement powers give you more options to balance a power, since you can vary the dice size and number of dice. With weapon powers, you can only change the number of dice. </p><p></p><p>A stylistic thing - I love the teleportation powers in 4E, but maybe they are a little too many at heroic tier? (Not that I would want the Assassin without his teleport between Shadows ability from the start...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5085691, member: 710"] Condition Tracking can be extreme. But you can't remove them either, because then combat will quickly turn boring or repetitive as you reduce the tactical depth. I guess the damage/hit point ratio could be improved in favor of damage, e.g. it takes less time to take someone out. The challenge is doing that without making initiative and focus fire over-important. Combat needs to be long enough to be able to make meaningful decisions. Healing Powers need probably some "fixes" in that regard. Surgeless healing should remain rare and be limited to daily powers and maybe some epic encounter powers. Instead, more powers could grant temporary hit points. Rituals with a faster casting time seem to be a good idea to me. Some rituals might even be useable during combat (maybe as a mini-challenge). They shouldn't give offensive powers, but being able to teleport from battle or open a passage through a wall sounds fine to me. I don't think Skill Challenges require a new edition - Each new DMG can "fix" them. The Expertise "Solution" should probably be reworked. The challenge might be keeping it simple and well integrated in the rules. A general +1 bonus at 5th, 15th and 25th level doesn't achieve that, in my opinion, it seems a strange extra modifier for no reason. Racial Attack Powers and some Paragon Attack Powers that don't use Implements or Weapons suffer at the moment compared to implement/weapon powers due to the lack of expertise, so these need to be fixed. But theoretically, Errata could do this already. Implements and Weapons - I think it would be neat if Implement and Weapon powers both would use a similar balancing mechanism - Proficiency Bonus + Damage rating. I am a little "worried" over the power balancing. Implement powers give you more options to balance a power, since you can vary the dice size and number of dice. With weapon powers, you can only change the number of dice. A stylistic thing - I love the teleportation powers in 4E, but maybe they are a little too many at heroic tier? (Not that I would want the Assassin without his teleport between Shadows ability from the start...) [/QUOTE]
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