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What would you like 4E to look like.
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<blockquote data-quote="Malhost Zormaeril" data-source="post: 3329566" data-attributes="member: 49669"><p>Ok, starting from the top:</p><p></p><p>1. Make the attribute modifiers the attributes, since they're the only numbers that matter. This would do away with the "odd attribute" problem.</p><p></p><p>2. Give combat more colour, not necessarily more options. I had much love for the 2e Punching and Wrestling table, odd as it may seem, and the feats (like from OA) linked with actual moves, which allowed me and my players to visualise combat more completely. Maybe neither of these options is the way to go, but <em>some</em> way to differentiate strikes should be a big win with the younger crowd, at least.</p><p></p><p>3. Retooling on the experience mechanics so it emphasises adventures played, rather than monsters killed. Perhaps graded by "relevance", for some useful definition of relevance, rather than "challenge" (CR).</p><p></p><p>4. Making alchemical items and other oddball pseudomodern equipment the province of special gnomish kingdoms, maybe, but not making them as common as torches, lanterns, oil flasks, etc.</p><p></p><p>5. Official support for cultures as character regions and regional feats, perhaps providing some nine or ten generic medieval regions (English, Viking, Frankish, Byzantine, Visigothic, Levantine, Medieval Baghdali etc.) or Oerth ones.</p><p></p><p>6. Keep Prestige Classes, and perhaps make the Paladin one. Being a Pally should *feel* special, which in 2e was done with steep requirements, but 3e Paladins don't feel like they're a special breed... Making it a Prestige Class would do the trick, perhaps; I certainly think it did well with the Knights of Solamnia.</p><p></p><p>7. Talent Trees are cool, and allow the player to spread the burden of these decisions as they increase in level. IMO, having low-level players look more alike and high-level players more different from each other is best, since low-level players won't be overwhelmed by choices and high-level players will have plenty of options to customise their mojo. Giving a static attribute progression and increasing them significantly at higher levels is also a good idea, too.</p><p></p><p>8. Make the magic system Complexity-based like PO's True Dweomers, or Epic Spells. Then generate some 50-100 "standard" spells with it so new players don't have to understand the spell creation system off the bat, but rather only when they want to create spells not on the standard list.</p><p></p><p>9. Either let wizards use spells with the same average damage capacity as a sword-strike indefinitely, or limit the number of swings a fighter can do per day. Bar special desperate circumstances, a spellcaster shouldn't have to fall back on using a dagger, even if his fallback is not much better than one. It's the principle of the thing.</p><p></p><p>10. In general, get rid of "uses per day" mechanics and replace them with a "condition track", perhaps. Even Fatigued > Exhausted > Unconscious is good, with a kind of roll or save to avoid sliding into the next condition. Magic items would have an analogous set of conditions and save.</p><p></p><p>11. Give XP bonus for upholding cultural and racial memes, like in Dark Sun.</p><p></p><p>I personally like alignment; it gives some substance to what would otherwise be abstract behavioural judgement calls which facilitates heroic fantasy a lot. But I wouldn't swear eternal vengeance if it went, either. Also, there's probably some other stuff I can't bring to mind just now, but that's a large part of the design parameters I'd use.</p></blockquote><p></p>
[QUOTE="Malhost Zormaeril, post: 3329566, member: 49669"] Ok, starting from the top: 1. Make the attribute modifiers the attributes, since they're the only numbers that matter. This would do away with the "odd attribute" problem. 2. Give combat more colour, not necessarily more options. I had much love for the 2e Punching and Wrestling table, odd as it may seem, and the feats (like from OA) linked with actual moves, which allowed me and my players to visualise combat more completely. Maybe neither of these options is the way to go, but [i]some[/i] way to differentiate strikes should be a big win with the younger crowd, at least. 3. Retooling on the experience mechanics so it emphasises adventures played, rather than monsters killed. Perhaps graded by "relevance", for some useful definition of relevance, rather than "challenge" (CR). 4. Making alchemical items and other oddball pseudomodern equipment the province of special gnomish kingdoms, maybe, but not making them as common as torches, lanterns, oil flasks, etc. 5. Official support for cultures as character regions and regional feats, perhaps providing some nine or ten generic medieval regions (English, Viking, Frankish, Byzantine, Visigothic, Levantine, Medieval Baghdali etc.) or Oerth ones. 6. Keep Prestige Classes, and perhaps make the Paladin one. Being a Pally should *feel* special, which in 2e was done with steep requirements, but 3e Paladins don't feel like they're a special breed... Making it a Prestige Class would do the trick, perhaps; I certainly think it did well with the Knights of Solamnia. 7. Talent Trees are cool, and allow the player to spread the burden of these decisions as they increase in level. IMO, having low-level players look more alike and high-level players more different from each other is best, since low-level players won't be overwhelmed by choices and high-level players will have plenty of options to customise their mojo. Giving a static attribute progression and increasing them significantly at higher levels is also a good idea, too. 8. Make the magic system Complexity-based like PO's True Dweomers, or Epic Spells. Then generate some 50-100 "standard" spells with it so new players don't have to understand the spell creation system off the bat, but rather only when they want to create spells not on the standard list. 9. Either let wizards use spells with the same average damage capacity as a sword-strike indefinitely, or limit the number of swings a fighter can do per day. Bar special desperate circumstances, a spellcaster shouldn't have to fall back on using a dagger, even if his fallback is not much better than one. It's the principle of the thing. 10. In general, get rid of "uses per day" mechanics and replace them with a "condition track", perhaps. Even Fatigued > Exhausted > Unconscious is good, with a kind of roll or save to avoid sliding into the next condition. Magic items would have an analogous set of conditions and save. 11. Give XP bonus for upholding cultural and racial memes, like in Dark Sun. I personally like alignment; it gives some substance to what would otherwise be abstract behavioural judgement calls which facilitates heroic fantasy a lot. But I wouldn't swear eternal vengeance if it went, either. Also, there's probably some other stuff I can't bring to mind just now, but that's a large part of the design parameters I'd use. [/QUOTE]
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