D&D 4E What rules do you think are still missing from 4e?

Najo

First Post
I am curious what sort of game mechanics everyone would like to see come into 4e in the future?

What rules do you think 4e is still missing? Ideas for powers, feats, rituals, game play ideas, combat rules, classes, paragon paths, epic destinies, etc.

Include creative ways to use what is in the game, like healing surges, bloodied, mulitclassing, action points, etc.
 

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Not missing per se, but it needs more of everything. More feats, more powers, more build options for classes, more, more, more...

The core system is solid and flexible, but at the moment the options sometimes feel a bit limited.
 


Stunting/Dramatic Editing. Action points work fine for what they're supposed to do, but I'd really like something that allows for some shared narrative control.

A better system for handling social encounters would be nice. Skill challenges suffice, but see above. ;)
 


What I've found that I'm missing greatly are rules for grappling and throws. What I've been relegated to doing is using opposed skill checks. Examples:

-Fighter grabs Orc. -> Grab action, Orc immobilized
-Orc grabs fighter -> Fighter immobilized (what to do here?)

Here are some options:
-Opposed strength (or Athletics?) checks for "grab advantage", winner is able to push/pull the other. (though both are still immobilized and still grabbed)
-With enough successes of "grab advantage" (2 in a row or best of 3 or 5), you are able to attempt a pin, throw, or twist (like a chicken wing or an arm bar or various other methods of grappling pain)

Another Example:
-Fighter grabs Orc
-Orc attacks Fighter (doesn't attempt to escape)
-Fighter throws Orc for Athletics roll / 10 in squares, Orcs takes 1d10 for every 10 feet thrown. (same as falling damage)
-Optional: Orc could attempt an opposed acrobatics check to roll with the throw DC = throwers Athletics check.
-House Rule: After you've spent a round to grab an opponent, you can throw them the next round. (also could be governed by "grab advantage")

I love the grab option, and how simple it is, but want a little more mechanics in the way of how you rule:

1. A vicious backhand/kick/pistol whip to the face in the middle of combat.
2. Pushing people (bullrushing without the rusher moving?)
3. Forcing people to stab themselves, and other grappling combat.
4. Basically most everything that happens in a bar room brawl.

As of now, mostly my players are making Athletics checks for strength maneuvers (wrestling) and Acrobatics checks for dextrous maneuvers (escapes, swinging from things and dodging) At least, what dodging isn't covered by reflex defense. What I have now is workable and a lot of fun, but I didn't know if someone's written down anything on grappling rules.

J
 


I'd like to see guidelines for making minions the same way there are guidelines for normal, elite and solo monsters. I can more or less puzzle it out from the examples in the MM, but actual rules would help. Also, guidelines for "downgrading" normal monsters to minions.
 

Personally, I want object damage rules.

I'm still hooked on cutting through walls as standard operating procedure to get into a castle .. or whatever.
Ah, the 3e days of silence + adamantine weapon = anti fortress gank squad.
 

Object damage rules are in the DMG.
In summary:
* No hardness, stronger materials multiply HP instead (adamanatine = 5xHP).
* Object HP determined by size of object - a wall section is probably a Medium-Large object, depending on how big a hole you're making.

Result? It's pretty easy to smash through walls. It might even be possible to do so during a fight.
 

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