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What needs to be fixed in 5E?
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<blockquote data-quote="Gortle" data-source="post: 5706141" data-attributes="member: 88663"><p><strong>Needs to be fixed</strong></p><p></p><p>What I think works in 4th ed</p><p></p><ol> <li data-xf-list-type="ol">healing surges and hit points. Surges are a nice resource. Finally I can have a party without a cleric.</li> <li data-xf-list-type="ol">tactical movement system. Nice dimension to the game.</li> <li data-xf-list-type="ol">powers system is good, but maybe 2 at will, 4 encounter, 4 daily gets a bit complex when you start adding in powers from feat and items.</li> <li data-xf-list-type="ol">the simple skill system. I like the skill challenges too but often just go with one roll for simplicity.</li> </ol><p></p><p>What needs to be fixed</p><p></p><ol> <li data-xf-list-type="ol">there should be a default rule for multiattacks (<em>any attack that can target more than one creature</em>) that static damage bonuses are halved. Make an exception for powers from one class - sorcerer - as that is their specialty.</li> <li data-xf-list-type="ol">do we really need the distinction between opportunity attacks and immediate actions? The intricacies of Combat Challenge for fighter is annoying.</li> <li data-xf-list-type="ol">weapon groups where good. I like the differences between the groups. But they need more options. More feats, a few more group specific powers for the martial classes. Picks and Flails should have general bonuses that make them playable.</li> <li data-xf-list-type="ol">effect types Fire, Radiant, Cold, Psychic, etc are great. Need to expand the options for each of them more. It sucks that there are great cold and radiant damage combinations, but nothing for the other types beyond simple +1/+2/+3 feat bonuses that are swamped by other feat bonuses. I'd like to see a dozen or so feats for most effect types that aren't tied to class or race. They don't have to be about damage. Is there a weakening effect from Necrotic? Why not?</li> <li data-xf-list-type="ol">character themes should be stronger. Balanced does not have to mean equal. I'm happy for the Cleric to be a significantly better healer than the Warlord, the Warlord is better at tactical offense. It is harder to do, but it is more fun and more interesting. Less cookie cutter powers please.</li> <li data-xf-list-type="ol">reduce the number of pointless, weak, and narrow options. You are just wasting your customers time as they read it.</li> <li data-xf-list-type="ol">the maths. Play-testing? What happened to it guys?</li> <li data-xf-list-type="ol">conditions tracking in combat. Making them all expire at then end of the creatures next turn would help. Defender auras are easier to track than marks.</li> <li data-xf-list-type="ol">the number of independent bonuses that stack. Do we really need untyped, power, item, feat, enhancement etc etc. Find a way to drop a couple.</li> </ol></blockquote><p></p>
[QUOTE="Gortle, post: 5706141, member: 88663"] [b]Needs to be fixed[/b] What I think works in 4th ed [LIST=1] [*]healing surges and hit points. Surges are a nice resource. Finally I can have a party without a cleric. [*]tactical movement system. Nice dimension to the game. [*]powers system is good, but maybe 2 at will, 4 encounter, 4 daily gets a bit complex when you start adding in powers from feat and items. [*]the simple skill system. I like the skill challenges too but often just go with one roll for simplicity. [/LIST] What needs to be fixed [LIST=1] [*]there should be a default rule for multiattacks ([I]any attack that can target more than one creature[/I]) that static damage bonuses are halved. Make an exception for powers from one class - sorcerer - as that is their specialty. [*]do we really need the distinction between opportunity attacks and immediate actions? The intricacies of Combat Challenge for fighter is annoying. [*]weapon groups where good. I like the differences between the groups. But they need more options. More feats, a few more group specific powers for the martial classes. Picks and Flails should have general bonuses that make them playable. [*]effect types Fire, Radiant, Cold, Psychic, etc are great. Need to expand the options for each of them more. It sucks that there are great cold and radiant damage combinations, but nothing for the other types beyond simple +1/+2/+3 feat bonuses that are swamped by other feat bonuses. I'd like to see a dozen or so feats for most effect types that aren't tied to class or race. They don't have to be about damage. Is there a weakening effect from Necrotic? Why not? [*]character themes should be stronger. Balanced does not have to mean equal. I'm happy for the Cleric to be a significantly better healer than the Warlord, the Warlord is better at tactical offense. It is harder to do, but it is more fun and more interesting. Less cookie cutter powers please. [*]reduce the number of pointless, weak, and narrow options. You are just wasting your customers time as they read it. [*]the maths. Play-testing? What happened to it guys? [*]conditions tracking in combat. Making them all expire at then end of the creatures next turn would help. Defender auras are easier to track than marks. [*]the number of independent bonuses that stack. Do we really need untyped, power, item, feat, enhancement etc etc. Find a way to drop a couple. [/LIST] [/QUOTE]
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