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<blockquote data-quote="Crazy Jerome" data-source="post: 5601346" data-attributes="member: 54877"><p>1. Include - rituals -- heck, "include" isn't strong enough. Expand them like crazy.</p><p> </p><p>2. Exclude - huge lists of powers that are very similar. Either make them more different, or cut the lists way down. If this means that several classes need to share powers by role or other criteria, then so be it.</p><p> </p><p>3. Retrieve - wacky magic items! Let magic items be the unbalancing element of play, and put it on the DM (or group) to keep it in check. But to not go to far, make inherent bonuses the default. There, the core game is as balanced as 4E, but you can use equipment to push it as far out as you want.</p><p> </p><p>There are some honorable mentions such as multiclassing (implied by #2 above) and I'd certainly like to see less feats. But per the rules of the OP, those are my prime choices.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5601346, member: 54877"] 1. Include - rituals -- heck, "include" isn't strong enough. Expand them like crazy. 2. Exclude - huge lists of powers that are very similar. Either make them more different, or cut the lists way down. If this means that several classes need to share powers by role or other criteria, then so be it. 3. Retrieve - wacky magic items! Let magic items be the unbalancing element of play, and put it on the DM (or group) to keep it in check. But to not go to far, make inherent bonuses the default. There, the core game is as balanced as 4E, but you can use equipment to push it as far out as you want. There are some honorable mentions such as multiclassing (implied by #2 above) and I'd certainly like to see less feats. But per the rules of the OP, those are my prime choices. [/QUOTE]
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