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What Rules Do You Want to See in 4E?
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<blockquote data-quote="Plane Sailing" data-source="post: 3382104" data-attributes="member: 114"><p>I would like to see some big changes in magic:</p><p></p><p>1) remove the arcane/divine divide (heck, clerics can get most of the good wizard spells already, and get lots more love besides! turn about is fair play). This is the one I'm least concerned about though.</p><p></p><p>2) consistent treatment of energy/substance types across the board (implementing the basic idea from psionics energy form - or better yet, the kind of thing Cyberzombie did in Elements of Magic 1.0 - so that there were clear, scalable effects that depended upon the energy type (and if something used a different energy type for some reason the side effect changed too - no more fire substituted freezing spheres freezing some water with their heat)</p><p></p><p>3) fewer spells, but many more using either the 'reserve' mechanism or the 'casting time affects power' mechanism; for damaging spells have generic spells with an energy type chosen at the time the spell is acquired.</p><p></p><p>4) eliminate the "conjuration ignores SR for direct damage spells" loophole which has caused so many problems post-PHB.</p><p></p><p>re: Prestige classes - I still love them as an idea for exclusive orders tied to a campaign, and hate them as multiclass patches or character concept modellers. Multiclass patches should be fixed by the multiclass system (probably by using something analogous to BAB for caster level), character concepts should be handled via the feat system.</p><p></p><p>The other thing that I'd streamline is combat actions. I'd like to see things go the Spycraft route where everyone basically has two actions a round that can be used for a combination of moving, attacking and doing other stuff. Full round actions become 'double actions'. Full attacks probably disappear as such.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 3382104, member: 114"] I would like to see some big changes in magic: 1) remove the arcane/divine divide (heck, clerics can get most of the good wizard spells already, and get lots more love besides! turn about is fair play). This is the one I'm least concerned about though. 2) consistent treatment of energy/substance types across the board (implementing the basic idea from psionics energy form - or better yet, the kind of thing Cyberzombie did in Elements of Magic 1.0 - so that there were clear, scalable effects that depended upon the energy type (and if something used a different energy type for some reason the side effect changed too - no more fire substituted freezing spheres freezing some water with their heat) 3) fewer spells, but many more using either the 'reserve' mechanism or the 'casting time affects power' mechanism; for damaging spells have generic spells with an energy type chosen at the time the spell is acquired. 4) eliminate the "conjuration ignores SR for direct damage spells" loophole which has caused so many problems post-PHB. re: Prestige classes - I still love them as an idea for exclusive orders tied to a campaign, and hate them as multiclass patches or character concept modellers. Multiclass patches should be fixed by the multiclass system (probably by using something analogous to BAB for caster level), character concepts should be handled via the feat system. The other thing that I'd streamline is combat actions. I'd like to see things go the Spycraft route where everyone basically has two actions a round that can be used for a combination of moving, attacking and doing other stuff. Full round actions become 'double actions'. Full attacks probably disappear as such. Cheers [/QUOTE]
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