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General Tabletop Discussion
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What scale of changes and changes themselves would you find acceptable?
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<blockquote data-quote="Ferghis" data-source="post: 3254400" data-attributes="member: 40483"><p>I'd rather have fewer <strong>stats/abilities</strong>, and make each point significant. Maybe turn saves into abilities. After all, they describe a character in a very similar way. I do think perception should be an ability, despite my drive to reduce the number of stats.</p><p></p><p>Someone suggested making feats, class abilities and special powers a generic ability. I like this.</p><p></p><p><strong>Classes</strong> should be more generic (the basic four or less), with suggested templates for various flavors of classes. Every level-up should bring some significant rewards. I think this last point is fundemental. Fighters that only improve their BAB by 1 and get a couple of skill points when they level up are a real anti-climax for what should otherwise be an important event in character development.</p><p></p><p>I do think the <strong>magic system</strong> should be completely revamped, but I like the vancian system. I think it's a D&D staple. I think spell accounting needs to be simplified so there is less to track: variables like duration and distance should be turned into "encounter" or "once" or "field of vision". I really think the buff system needs to be reworked to simplify and empower it. It's a ton of work to track the 12 buffs of a mid-high level party, maybe only one of which has the true awe that a spell should have (at least when cast by a high level caster). There was a thread on this a couple of months ago, and I though it had many insightful points. I'd like it if 4e drew a lot from that thread. High level casters should have much fewer spells than they currently have (diminishing the bookkeeping process), but be able to cast them to greater effect.</p><p></p><p>I think the <strong>skill system</strong> needs to be both simplified and expanded, but I don't know how to do this. I think that characters that start the game with 200 years of life should know something more than characters who have only lived 20 years. Skills that do not directly tie directly into a class should me made generic, and their improvement tied not to level advancement, but actual gameplay (becoming a great blacksmith should reflect working with a great blacksmith for years, not killing monsters and then training with one for a few weeks). I'd be happy to see general (non-class) skill ratings reduced significantly, with distinctions being between general levels of mastery, and not between 12 ranks or 14 ranks. I think this would make gameplay much more fluid.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 3254400, member: 40483"] I'd rather have fewer [b]stats/abilities[/b], and make each point significant. Maybe turn saves into abilities. After all, they describe a character in a very similar way. I do think perception should be an ability, despite my drive to reduce the number of stats. Someone suggested making feats, class abilities and special powers a generic ability. I like this. [b]Classes[/b] should be more generic (the basic four or less), with suggested templates for various flavors of classes. Every level-up should bring some significant rewards. I think this last point is fundemental. Fighters that only improve their BAB by 1 and get a couple of skill points when they level up are a real anti-climax for what should otherwise be an important event in character development. I do think the [b]magic system[/b] should be completely revamped, but I like the vancian system. I think it's a D&D staple. I think spell accounting needs to be simplified so there is less to track: variables like duration and distance should be turned into "encounter" or "once" or "field of vision". I really think the buff system needs to be reworked to simplify and empower it. It's a ton of work to track the 12 buffs of a mid-high level party, maybe only one of which has the true awe that a spell should have (at least when cast by a high level caster). There was a thread on this a couple of months ago, and I though it had many insightful points. I'd like it if 4e drew a lot from that thread. High level casters should have much fewer spells than they currently have (diminishing the bookkeeping process), but be able to cast them to greater effect. I think the [b]skill system[/b] needs to be both simplified and expanded, but I don't know how to do this. I think that characters that start the game with 200 years of life should know something more than characters who have only lived 20 years. Skills that do not directly tie directly into a class should me made generic, and their improvement tied not to level advancement, but actual gameplay (becoming a great blacksmith should reflect working with a great blacksmith for years, not killing monsters and then training with one for a few weeks). I'd be happy to see general (non-class) skill ratings reduced significantly, with distinctions being between general levels of mastery, and not between 12 ranks or 14 ranks. I think this would make gameplay much more fluid. [/QUOTE]
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What scale of changes and changes themselves would you find acceptable?
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