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What would you like 4E to look like.
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<blockquote data-quote="Greg K" data-source="post: 3322655" data-attributes="member: 5038"><p>1. Keep the core d20 resolution mechanic</p><p></p><p>2. Fewer Absolutes as per the article on Sean Reynold's Website</p><p></p><p>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)</p><p></p><p>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</p><p></p><p>5. Classes: More flexible classes. </p><p>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</p><p></p><p>c. Hybrid spellcasters would have bards spell progression (i.e., spellcasting at first level) and not have full BAB.</p><p></p><p>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.</p><p></p><p>e. cleric abilities and spells tied to the domains of their deities</p><p></p><p></p><p>6. Occuptations: add in occupations like in d20Modern</p><p></p><p>7. Weapon Groups as per UA instead of the current simple, martial, exotic, </p><p></p><p>8. Skills</p><p>a. add in a few more skills (e.g., Knowledge (Streetwise), Research)</p><p>b. make urban survival its own skill</p><p>c. remove Use Rope. have it fall under appropriate profession skill</p><p>d. more skill points for classes</p><p></p><p>9. Feats</p><p>a. many combat feats become maneuvers. There is no reason that throwing sand in an opponent's eyes needs to be a feat</p><p>b. add in the Brawl, Combat martial arts, and defensive martial arts trees from d20Modern</p><p>c. Change Stunning Attack to a +4 BAB prereq (at which point it is useable 1/day or 1/encounter).</p><p></p><p>10. Combat</p><p>a. armor as dr</p><p>b. class based defense</p><p>c. use either d20 Modern massive damage rules or toughness save as per true20</p><p></p><p></p><p>11. Magic: </p><p>a. replace the spell slot system</p><p>b. tone down the spellcasters (yes. I know that I said this above!). </p><p>c. go to spell point system. It avoids the pitfalls of per day and per encounter</p><p></p><p>12. Saving throws: </p><p>a. Good saves as per d20 Modern</p><p></p><p></p><p>13. Equipment</p><p>a. remove orgosh's, mercurial weapons, spiked chains, sun rod's, tanglefoot bags, etc.</p><p>b. add in missing weapons: atatl, belaying pin, blowgun, bolas, boomerang, cutlass, gaff/hook, harpoon, knife/stilleto, lucerne hammer, mancatcher, sabre, scourge, staff slings</p><p>c. add in missing armors: Bringandine, lamellar, ring mail, leather scale</p><p></p><p>14. Magic Items</p><p>a. less dependence on magic items</p><p></p><p>15. less emphsis on back to the dungeon</p><p>16. more training requirement built into the rules for switching classes</p><p>17. Action points become core</p></blockquote><p></p>
[QUOTE="Greg K, post: 3322655, member: 5038"] 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 [/QUOTE]
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