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What would you like 4E to look like.
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<blockquote data-quote="GreatLemur" data-source="post: 3324412" data-attributes="member: 28553"><p>Aw, hell, here we go.</p><p></p><p>Okay, echoing a bunch of folks in this thread, and probably contradicting a few others:</p><p></p><ul> <li data-xf-list-type="ul">Fewer, much more flexible classes. When I say fewer, I mean about three or four. Free multiclassing across the board. Also, no more damned prestige classes.<br /> <br /> </li> <li data-xf-list-type="ul">Lots more feats--containing many of the abilities that used to be bolted onto character classes--organized more helpfully instead of dumped into one big alphabetic list. Lots of recommended character builds and progressions for a variety of character concepts, and help for the newbs on why they might want to take a given feat. Lots of feat trees and feat prerequisites, but no more semi-worthless feats that are taken only as prerequisites. Feats at every level, at <em>least</em>. No one should ever gain a level without having a real choice to make, and getting something <em>interesting</em> out of it.<br /> <br /> </li> <li data-xf-list-type="ul">No more class skills. Niche protection is dead. Let the warrior take Perform (epic poetry) for a reasonable price, if he wants it. For that matter, everyone should get more skill points.<br /> <br /> </li> <li data-xf-list-type="ul">As Ari said, consolidate levels, HD, LA, ECL, and CR. Why can't everything just have be <em>levels</em>? For that matter, monster classes and leveled templates would be great, modular, consistent things to include in such a system.<br /> <br /> </li> <li data-xf-list-type="ul">Ability score modifiers instead of numbers. They're all we actually use, anyway.<br /> <br /> </li> <li data-xf-list-type="ul">Define Wisdom and Charisma better, or replace them with better terms.<br /> <br /> </li> <li data-xf-list-type="ul">Kill alignment dead. Please.<br /> <br /> </li> <li data-xf-list-type="ul">Why the hell are core rules gnomes still talking to burrowing mammals in 2007? There is no excuse for this.<br /> <br /> </li> <li data-xf-list-type="ul">Where possible, move away from character abilities limited by uses per day. A whole lot of people like the Warlock class model and Tome of Battle maneuver mechanics a lot better than Vancian magic, and who can blame them?<br /> <br /> </li> <li data-xf-list-type="ul">No more material components for spells, except where they're actually expensive or rare enough to be a balancing factor for the spell. Has <em>anybody</em> ever thought that stuff was cool or interesting?<br /> <br /> </li> <li data-xf-list-type="ul">Less focus on traps and animal sidekicks. It's strictly personal taste, but I ain't interested.<br /> <br /> </li> <li data-xf-list-type="ul">Armor reduces damage done by hits, while dodging and parrying prevent hits from happening.<br /> <br /> </li> <li data-xf-list-type="ul">Weapon stats really need to be balanced. No more of this longswords-as-special-gift-to-math-perverts business. <a href="http://www.enworld.org/showthread.php?t=103168" target="_blank">Weapons as special effects</a> would be nice. No more "exotic" weapons that are harder to qualify for simply due to non-European flavor.<br /> <br /> </li> <li data-xf-list-type="ul">No more assumption that every campaign is magic item Christmas. Also, I'd rather see a more flexible system for magic item creation, something in the vein of Arcana Evolved. And spending XP on magic item creation is just a horrible thing to expect. Some kind of rare material would make more sense, flavor wise, and also be less punishing, and more controlable by the DM.<br /> <br /> </li> <li data-xf-list-type="ul">Actually, I'd like to see experience points go away completely.<br /> <br /> </li> <li data-xf-list-type="ul">Some form of action points really need to make it into the core rules, as well as skill and combat stunts, and Feng Shui-esque bonuses for cool action descriptions. Action points should be given out as roleplay rewards, and should either have a low cap or disappear at the end of each session (incentive that they should be <em>spent</em>, not hoarded).<br /> <br /> </li> <li data-xf-list-type="ul">I don't care if the artwork is "classic" fantasy or "dungeonpunk", just so long as it isn't the mix of tired fantasy cliches and misappropriated quasi-historical garb that first edition was plagued with.<br /> <br /> </li> <li data-xf-list-type="ul">For God's sake, give us a slick, user-friendly online character generator that can use <em>all</em> the official material. That would lower the biggest barrier-to-entry for a lot of people by quite a bit. Why are people other than WotC doing a better job of making the game playable for newbs? Character creation and advancement in D&D 4E <em>needs</em> to be as simple, intuitive, and pleasant as in World of Warcraft.</li> </ul></blockquote><p></p>
[QUOTE="GreatLemur, post: 3324412, member: 28553"] Aw, hell, here we go. Okay, echoing a bunch of folks in this thread, and probably contradicting a few others: [list][*]Fewer, much more flexible classes. When I say fewer, I mean about three or four. Free multiclassing across the board. Also, no more damned prestige classes. [*]Lots more feats--containing many of the abilities that used to be bolted onto character classes--organized more helpfully instead of dumped into one big alphabetic list. Lots of recommended character builds and progressions for a variety of character concepts, and help for the newbs on why they might want to take a given feat. Lots of feat trees and feat prerequisites, but no more semi-worthless feats that are taken only as prerequisites. Feats at every level, at [i]least[/i]. No one should ever gain a level without having a real choice to make, and getting something [i]interesting[/i] out of it. [*]No more class skills. Niche protection is dead. Let the warrior take Perform (epic poetry) for a reasonable price, if he wants it. For that matter, everyone should get more skill points. [*]As Ari said, consolidate levels, HD, LA, ECL, and CR. Why can't everything just have be [i]levels[/i]? For that matter, monster classes and leveled templates would be great, modular, consistent things to include in such a system. [*]Ability score modifiers instead of numbers. They're all we actually use, anyway. [*]Define Wisdom and Charisma better, or replace them with better terms. [*]Kill alignment dead. Please. [*]Why the hell are core rules gnomes still talking to burrowing mammals in 2007? There is no excuse for this. [*]Where possible, move away from character abilities limited by uses per day. A whole lot of people like the Warlock class model and Tome of Battle maneuver mechanics a lot better than Vancian magic, and who can blame them? [*]No more material components for spells, except where they're actually expensive or rare enough to be a balancing factor for the spell. Has [i]anybody[/i] ever thought that stuff was cool or interesting? [*]Less focus on traps and animal sidekicks. It's strictly personal taste, but I ain't interested. [*]Armor reduces damage done by hits, while dodging and parrying prevent hits from happening. [*]Weapon stats really need to be balanced. No more of this longswords-as-special-gift-to-math-perverts business. [url=http://www.enworld.org/showthread.php?t=103168]Weapons as special effects[/url] would be nice. No more "exotic" weapons that are harder to qualify for simply due to non-European flavor. [*]No more assumption that every campaign is magic item Christmas. Also, I'd rather see a more flexible system for magic item creation, something in the vein of Arcana Evolved. And spending XP on magic item creation is just a horrible thing to expect. Some kind of rare material would make more sense, flavor wise, and also be less punishing, and more controlable by the DM. [*]Actually, I'd like to see experience points go away completely. [*]Some form of action points really need to make it into the core rules, as well as skill and combat stunts, and Feng Shui-esque bonuses for cool action descriptions. Action points should be given out as roleplay rewards, and should either have a low cap or disappear at the end of each session (incentive that they should be [i]spent[/i], not hoarded). [*]I don't care if the artwork is "classic" fantasy or "dungeonpunk", just so long as it isn't the mix of tired fantasy cliches and misappropriated quasi-historical garb that first edition was plagued with. [*]For God's sake, give us a slick, user-friendly online character generator that can use [i]all[/i] the official material. That would lower the biggest barrier-to-entry for a lot of people by quite a bit. Why are people other than WotC doing a better job of making the game playable for newbs? Character creation and advancement in D&D 4E [i]needs[/i] to be as simple, intuitive, and pleasant as in World of Warcraft.[/list] [/QUOTE]
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