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

Wik said:
I like the idea of having the core D&D Classes, but customizable. Already, the game does this - many books allow a character to swap out an existing class feature in exchange for some other class feature. I just think it'd be nice if that was written into the game, sort of like d20 modern's talent system.

Absolutely, it's a great feature of the Modern rules that's wisely being incorporated in to the next edition of Star Wars, and it would make a wonderful addition to D&D.

Mouseferatu said:
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.

I'll be disappointed if something like this doesn't make it's way into the next addition. It would make so many hacks and patches on the multiclassing system unnecessary.

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

Or at the very least an extensive discourse on dialing up or down character power levels relative to the availability magical equipment.

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

Yes, please. If some folks want to use game boards and player tokens, that's great, but it shouldn't be the default assumption.

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'd like to see the monster system thoroughly revised so that for the standard creature HD = level and all templates would include HD in line with their abilities. Complete parity with class levels. The standard creature could be strengthened or weakened by switching out the standard ability score array for an elite or "mook" array.
 

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I'm not gonna get into mechnics but here is what I wanna see.

Simpler NPC/monster design. Stating the NPCs is the biggest headaches about 3.5 IMHO.

For example say I want to make a Lycanthrop Ogre Mage with 5 levels in Cleric. Or what is the stats of a Wyvern with 6 extra hit dice. Now there are those who know the books inside out and backwards and who can stat something like this up in a few minutes. I'm suspecting that these people are in the minority.

More Online elements. I wanna be able to go online and use a program where I can design my character or NPC the same way I would on a MMORG/Video game.

Or be able to go online and create battlemaps (ie. make you own dungeon tiles) or player handouts of whatever. I would pay a monthy fee for something like this.

Realistic Low Level play, and/or options for grim and gritty play
 

I really don't understand the desire for the next edition of D&D (2nd, 4th, or 6th edition) to be a previous/earlier edition of D&D. I mean, if you want the earlier edition of the game, you've got it already -- If you want AD&D1, you've got AD&D1. If you want B/XD&D, you've got B/XD&D. Why the need to essentially just republish what you already have -- there's a bajillion previous-edition books out there, and you probably already have them.

Quasqueton
 

I would like to see something describable by the phrase "A minute to learn, a lifetime to master". Something that you can more 'jump in and play' so that it is not so daunting to new players, yet compexity is there for those who want it as well as the potential for the uber-satisfying RPG experience that keeps us coming back.

Maybe that's a pipedream, though. We'll see.
 

I agree, a "Magic Rating" (like a 'MAB', as stated) would be great.

Also, BDB (Base Defence Bonus) by character level.

Almost everything else could stay more or less the same, and I'd happily buy it sight unseen.

Basically, a slightly cleaned up, slightly more logical and internally consistent ruleset. Maybe fewer concessions to teh sacrud cowz. And done.
 


Gotta echo some of the earlier suggestions . . .

Less classes, but with some class abilities that can be chosen form a list. Instead of introducing a ton of new prestige classes, books could introduce new class abilities. Sorcerers, Wizards, and Clerics would have more class abilities, and characters with levels in those classes would be giving up something more than turning undead or familiar bonuses by taking prestige class levels.

The improved feat notation from Arcana Evolved, and more feats in general.

A condensed skill list that includes Iron Heroes-type combat stunts.

Standardized magic progression that kinder to multiclassed characters. Save-or-sink spells would have hit die caps so the PCs can't get easy kills on boss foes. The magic system would also be overhauled so its easier to manage things on higher levels. Maybe have less prepared spells, but those spells could be scalable like psionic powers.

Fewer magic item slots. Less bonus types to prevent stackploitation. (Has "stackploitation" been used before? :-p )

An overall simplification and steamlining to the rules--like synergy bonuses can safely be axed.

Basically, take the best products of the open game content laboratory and roll them up into one uber-system.

And most importantly, keep the OGL and add more content to the SRD. There are lots of interesting mechanics put out by Wizards that 3rd parties could really expand upon.
 

There are a lot of different ways you could expand Ari's basic premise, especially if you wanted to make magic a more parallel system to physical combat. If you ditched spell levels and instead based spell difficultly on the Magic Attack Bonus, you could have a fighter who picks up that odd magical feat or special ability, just like a wizard who can take weapon (focus). You could even have SP (Spirit Points) that worked just like Health Points but for some kinds of magical damage. If you get to 0, your disabled, and -1 or less and you're out cold. I'm not quite sure what I'd make the penalty for reaching -10 though. I'd go with the Wis for bonus SP, Cha for more damage, and Int for magical defense. I'd have defense and magic defense bonuses for each class. Or rather, I'd like to test such a system, as a possibility. You could even make spell-use into feats, and spell-casting classes simply get all of the appropriate feats for free, just like fighters get armour, shield and all martial weapons for free.
 
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1. Keep the core d20 resolution mechanic

2. Fewer Absolutes as per the article on Sean Reynold's Website

3. Races: remove the non-biological aspects from the races. Non biological aspects should be a factor of class, culture, or occupation (see culture and occupation below)

4. Culture: add in some kind of environment/culture skill package similar to adolescence from Rolemaster Standard System/RMFRP/HARP. The culture would give a few bonus skills and provide a few bonus class skills

5. Classes: More flexible classes.
a. Generic classes like True20 or d20 Modern like classes. If True20 generic, add in three hybrid classes Physical Adept (Expert/Adept hybrid), Warrior Adept, and a Warrior/Expert hybrid (for scouts, swashbucklers, etc.). ; if d20 Modern like classes (but not necessarily based on the ability scores), classes could still be built off the Warrior, Expert, Adept, Physical Adept, Warrior Adept, and a Warrior/Expert hybrid class

c. Hybrid spellcasters would have bards spell progression (i.e., spellcasting at first level) and not have full BAB.

d. full spellcasters would be toned down so that they do not overshadow other classes. I'd like to see the current spell levels gained at 1/2 the rate they are now. For example, current third level spells would not be gained until 10th level, 5th level spells would not be gained until 18th.

e. cleric abilities and spells tied to the domains of their deities


6. Occuptations: add in occupations like in d20Modern

7. Weapon Groups as per UA instead of the current simple, martial, exotic,

8. Skills
a. add in a few more skills (e.g., Knowledge (Streetwise), Research)
b. make urban survival its own skill
c. remove Use Rope. have it fall under appropriate profession skill
d. more skill points for classes

9. Feats
a. many combat feats become maneuvers. There is no reason that throwing sand in an opponent's eyes needs to be a feat
b. add in the Brawl, Combat martial arts, and defensive martial arts trees from d20Modern
c. Change Stunning Attack to a +4 BAB prereq (at which point it is useable 1/day or 1/encounter).

10. Combat
a. armor as dr
b. class based defense
c. use either d20 Modern massive damage rules or toughness save as per true20


11. Magic:
a. replace the spell slot system
b. tone down the spellcasters (yes. I know that I said this above!).
c. go to spell point system. It avoids the pitfalls of per day and per encounter

12. Saving throws:
a. Good saves as per d20 Modern


13. Equipment
a. remove orgosh's, mercurial weapons, spiked chains, sun rod's, tanglefoot bags, etc.
b. add in missing weapons: atatl, belaying pin, blowgun, bolas, boomerang, cutlass, gaff/hook, harpoon, knife/stilleto, lucerne hammer, mancatcher, sabre, scourge, staff slings
c. add in missing armors: Bringandine, lamellar, ring mail, leather scale

14. Magic Items
a. less dependence on magic items

15. less emphsis on back to the dungeon
16. more training requirement built into the rules for switching classes
17. Action points become core
 
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Greg K, there are some excellent proposals there, some of which I'd just plain forgotten about before.

Did you mean "average saves" [as per d20 Modern]? It's just that, last time I looked, I was pretty sure good saves are the same in both systems, but medium saves were far more commonplace.

I'm surprised I forgot to mention 'fewer absolutes'. That's one thing that seriously needs to change.
 

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