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What would you like 4E to look like.
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<blockquote data-quote="jollyninja" data-source="post: 3324651" data-attributes="member: 3208"><p>I would like to see an extreme reduction of the implied number of magic items within the game. Also the method of making them. X-gp and Y-xp has never sat well with me. It lacks the cool factor of having to go out and find displacer beast pelts, feathers from a phoenix, vampire tears, grave moss and the like. Needing stuff like that makes for a really easy adventure hook for a DM. Getting gauntlets of ogre power used to mean something, now I just have to figure out weither or not it'll stack with my other bonuses and buff spells. yes/no, wear em or sell the things. I don't think i ever sold a single magical item before the year 2000 and I would like to see a return to that paradigm.</p><p></p><p>Fewer classes, more options within those classes. I want every class to work like the fighter. you get "one or more ability chosen from list X" at certian levels or even at every level. fold all class abilities into feats but leave them off the classes bonus list if they are not a typical selection for that class. Have a certian number that are "general" feats. if i want my fighter to have a familiar or animal companion why is that a problem? if my wizard want's to take weapon specialization, why not? it's a really suboptimal choice for me, what's the harm? essentially I would like to see them take their hands off what abilities my character gets at each level and put that choice in my grubby little mitts.</p><p></p><p>this would allow new concepts to be introduced in the simple mechanic of a feat tree, No prc's required, no new base classes required, just new feat chains to represent specialized training that a character can either start with or go out and get if he wants it. It takes up less space then a new class, making it so you can scratch the crunch junkie's itch and still have plenty of page count for the guy who's looking for a hit of fluff. Feat chains can be the 4e answer to the kits of previous editions. prerequisites can be used to maintain balance.</p><p></p><p>I do not and never have liked vancian magic. A spell point system is simply easier to deal with. I also want divine magic, bardic and arcane to feel different in some way, Oh, and down with generic buff spells!!!!!!!!! </p><p></p><p>as for skills, i really wish they would just take iron heroes and make it 4e in that regard. At least use it for their inspiration.</p></blockquote><p></p>
[QUOTE="jollyninja, post: 3324651, member: 3208"] I would like to see an extreme reduction of the implied number of magic items within the game. Also the method of making them. X-gp and Y-xp has never sat well with me. It lacks the cool factor of having to go out and find displacer beast pelts, feathers from a phoenix, vampire tears, grave moss and the like. Needing stuff like that makes for a really easy adventure hook for a DM. Getting gauntlets of ogre power used to mean something, now I just have to figure out weither or not it'll stack with my other bonuses and buff spells. yes/no, wear em or sell the things. I don't think i ever sold a single magical item before the year 2000 and I would like to see a return to that paradigm. Fewer classes, more options within those classes. I want every class to work like the fighter. you get "one or more ability chosen from list X" at certian levels or even at every level. fold all class abilities into feats but leave them off the classes bonus list if they are not a typical selection for that class. Have a certian number that are "general" feats. if i want my fighter to have a familiar or animal companion why is that a problem? if my wizard want's to take weapon specialization, why not? it's a really suboptimal choice for me, what's the harm? essentially I would like to see them take their hands off what abilities my character gets at each level and put that choice in my grubby little mitts. this would allow new concepts to be introduced in the simple mechanic of a feat tree, No prc's required, no new base classes required, just new feat chains to represent specialized training that a character can either start with or go out and get if he wants it. It takes up less space then a new class, making it so you can scratch the crunch junkie's itch and still have plenty of page count for the guy who's looking for a hit of fluff. Feat chains can be the 4e answer to the kits of previous editions. prerequisites can be used to maintain balance. I do not and never have liked vancian magic. A spell point system is simply easier to deal with. I also want divine magic, bardic and arcane to feel different in some way, Oh, and down with generic buff spells!!!!!!!!! as for skills, i really wish they would just take iron heroes and make it 4e in that regard. At least use it for their inspiration. [/QUOTE]
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