D&D 4E What would you like 4E to look like.

Mostly like 3.5e, but with streamlining of skills (and skill use), combat rules, bonus types, etc.

Cheers!
 

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tx7321 said:
I know this isn't going to reflect anything but wishful thinking. Whatever you suggest, keep it to something you think would have a chance.

Different.

I don't know how it should be different, but it should be different enough, not a bunch of "fixes" as a motivation to reprint the same ideas once again. If it's different enough to be an alternative game (for example, think Midnight, Iron Heroes or Castle & Crusades) then it has a decent chance that I buy it. If it's an update I almost certainly won't, just like I didn't buy the 3.5 revision.
 

A simplified skill system (less skills, more True d20 or SW Saga styled)
6-8 versatile classes (fighter, rogue, cleric, wizard, mystic/monk, woodsman/ranger, noble/bard)
Improved Feat as Class ability styled building
A slimmer monster format
A better multi-classing system for spellcasters (perhaps spell points?)
 

Strongly class based.

Coarse-grained skills/skill bundles, instead of existing system. Maybe optional.

Drop existing feat system. Some feats become class abilities, others moved to "stunts" or "maneuvers" that anyone can perform if they meet the difficulty check, rather than a "pick" you have to add to your character sheet.

Simplify monster stat blocks.

Drop dungeon-punk art style. Gahhhg.
 



Mouseferatu said:
A D20 base system; the core works, no need to change it.

Some consolidation of the more complex parts of the game. There's no need for the multiple different types of almost identical rolls for special maneuvers like trip, disarm, etc. Every attack should either be "attack v. AC" or "opposed attack v. opposed attack." Similarly, I think some skills could be combined for a shorter list.

I'd like to see a "magic attack bonus" that increases by level, just like BAB. Even fighters and the like would get a small advancement, just like wizards and co. get small BAB advancements. The "MAB" would impact spellcasting in all the ways BAB impacts combat.

Related to the previous point, just as Strength increases attack and damage rolls, Dex increases AC, and Con increases HP, the other three stats would do the same for magic-related combat. Int would add to one's ability to damage/affect someone with magic, Wis would add to one's ability to avoid magic, and Cha would add to one's ability to resist magic.

A slightly lower baseline of magic items per level, and a higher baseline of feats/stat bumps over the course of levels.

A combat system of scalable complexity, allowing for the use of minis, or not--and complex tactics, or not--as the players choose.

A core rules set that emphasizes feel, mood, environment, and plot as much as it does combat and exploration, with all elements equally supported and just as easy to remove for those who don't want 'em.

A consolidation of concepts such as CR, LA, HD, and ECL. While I'll be the first to admit I'm not sure how to do it, I really feel like one or two of those really ought to convey the necessary info.

I'm voting Mouseferatu for President. (Except I'd rather have Cha for magic damage, Wis for magic soaking, and Int for magic finesse.)
 

Classes and levels -- at least a holyman/priest type, fighter/warrior type, skills expert type, magic spell user type, up to at least 20th level. Some other classes for variety.

Multiple races -- at least human, dwarf, elf, gnome, halfling.

Six ability scores -- Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom -- with a base range of from 3 to 18.

Core mechanics revolving around rolling the d20. Some uses for the other polyhedral dice, like weapons damage with d4, d6, d8, d10, and d12.

Hit points based on class that represent heroic combat skill and toughness.

Armor class that represents how difficult the target is to harm with physical attacks.

Some kind of d20 roll to prevent, escape, avoid, shake off magic effects.

Magic system based on preparation with grimiores/tomes/scrolls with spells divided into power levels.

A system for advancement based on overcoming challenges in an adventure.

Magic items ranging from weapons and armor that increase effectiveness in combat, to miscellanious items like bags, cloaks, boots, necklaces, and rings.

Generally a system that supports heroic fantasy and dungeon adventures.

A set of monsters with dragons as the top predator (other than extraplanar beings).

In whole, a system that is comprehensive, intuitive, logical, and fully usable right out of the book, as written.

Quasqueton
 

I think 4e should be a massive clean-up of 3.5e.

I'd like to see spell tables orthogonalised to standard (Wizard, Cleric), fast (Apostle of Peace. Divine Crusader), and slow (Bard) and all to 9th level. Get rid of the 4-level progressions.
I'd like to see standard feats, skills, and abilities rebalanced to refect the experience of the past several years. Take a long look at how everything which nominally fits together produces unexpected results (not necessarily abuses, mind).

I'll save the major reworking for 5e. :)
 

MerricB said:
Mostly like 3.5e, but with streamlining of skills (and skill use), combat rules, bonus types, etc.
IMHO 4E will have to be quite different from 3.xE to justify its existance - otherwise it won't be worth the cost of the core-books (which could mount up to 80$ or more). I mean, I have the 3.0E core books, and I haven't bought 3.5E - sure, the tweaks and errata fixes seem nice, but I'm not gong to spend top dollar on something very similar to what I aready have. If I were new to the game, then, by all means, I'd purchase 3.5E - but as I already have 3.0E I could get along with them and a few houserules.

4E needs, for the very least, a major streamlining and rebalancing to be truely attractive to players who already have 3.0E or 3.5E. The difference between 3E and 4E should be similar to the difference between 2E an 3E - it should break new ground.
 
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