ColonelHardisson
What? Me Worry?
tx7321 said:Me 1E of course.![]()
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Doesn't that already exist? Or when later editions appeared were all those books somehow struck blank?
tx7321 said:Me 1E of course.![]()
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ThanksAus_Snow said: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.
The Truth said:Some of the status magic (sleep, hold person, etc) could have full and partial effects. Like the partial effect of hold person could slow the target for a round, sleep could make the target drowsy (and suffer some penalty to spot and listen checks). Characters on a much higher level than the caster would suffer only the partial effect on a failed save; those on a much lower levels would suffer the partial effect even on a successful one.
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.
The Mouse has good ideas... I know what 4E should look like: It should have "Authors: Ari Marmell & Mike Mearls"!Mouseferatu said:<Great Stuff>