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General Tabletop Discussion
D&D Older Editions
What 'new' rules would you like to see in 4e?
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<blockquote data-quote="TwinBahamut" data-source="post: 4051464" data-attributes="member: 32536"><p>I'd like a more unified and simple mechanic for distinguishing maneuverability than the flight maneuverability system from 3E.</p><p></p><p>Overall, it just bugs me that the old flight maneuverability system was both unique to flight (why not have swimming maneuverability, or even ground maneuverability?) and overly complex (that table was a nightmare). There are two solutions: either get rid of maneuverability altogether (and assume that all flight works the same for all characters), or make it so the same rules can be applied for maneuverability for all kinds of movement. Either way, differing levels of maneuverability should add something to the game, not just add complexity.</p><p></p><p>I'd make it so that there are at most three or so maneuverability types (clumsy, normal, and agile), and create simple rules for how they work. Maybe it would be something like this: clumsy can only move in straight lines, normal works like current ground movement movement, and agile enables movement both before and after an attack.</p><p></p><p>Based on the Pit Fiend entry having a maneuverability rating on his flight speed, though, I am not hopeful. I just hope the nightmare chart isn't back.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4051464, member: 32536"] I'd like a more unified and simple mechanic for distinguishing maneuverability than the flight maneuverability system from 3E. Overall, it just bugs me that the old flight maneuverability system was both unique to flight (why not have swimming maneuverability, or even ground maneuverability?) and overly complex (that table was a nightmare). There are two solutions: either get rid of maneuverability altogether (and assume that all flight works the same for all characters), or make it so the same rules can be applied for maneuverability for all kinds of movement. Either way, differing levels of maneuverability should add something to the game, not just add complexity. I'd make it so that there are at most three or so maneuverability types (clumsy, normal, and agile), and create simple rules for how they work. Maybe it would be something like this: clumsy can only move in straight lines, normal works like current ground movement movement, and agile enables movement both before and after an attack. Based on the Pit Fiend entry having a maneuverability rating on his flight speed, though, I am not hopeful. I just hope the nightmare chart isn't back. [/QUOTE]
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What 'new' rules would you like to see in 4e?
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