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D&D 4E What would you want to see in 4e?

Ghostwind said:
* Armor as Damage Reduction

Ugh...if this happens, then I will not update. This is yet more information for a person to keep track of during the game. As is, the barbs in my games always forget to subtract their DR. Then we have to stop the game and try to remember how many HP they do have remaining.

I hate the whole idea of Armor as DR. It does not good and adds to the already heavy burden of combat record keeping.
 

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BelenUmeria said:
Ugh...if this happens, then I will not update. This is yet more information for a person to keep track of during the game. As is, the barbs in my games always forget to subtract their DR. Then we have to stop the game and try to remember how many HP they do have remaining.

The way we play, if you forget something like this- and the turn on which the hit happened is past- tough luck, mang.

I live by the same rule as a dm, too- I suspect that I lose out more on my monsters this way than the pcs do.
 

Changes I would like to see:

1.) Remove conditional feats such as dodge or point blank shot from the game. They should either work all the time, or be tied to a special maneuver.

2.) Advanced Combat: Separate the advanced tactical combat from the game. AoOs, advanced tactics such as Bull Rush, should be an add-on of the game rather than core. This would help to teach the basics of the game.

3.) Advanced combat core mechanic: Make advanced combat maneuvers identical to one another. Each maneuver should require the same type of check: d20 roll+BaB versus opposed check. The results of the maneuver can differ, but the mechanics of doing it should be the same!

4.) Social skills: Should be class skills for all classes.

5.) Fighter: Either create a feat tree that has actual high level feats or give the fighter special abilities along with the feats.
 

the Jester said:
The way we play, if you forget something like this- and the turn on which the hit happened is past- tough luck, mang.

I live by the same rule as a dm, too- I suspect that I lose out more on my monsters this way than the pcs do.

I understand that, but why complicate things when you do not need too. AC works fine. Armor as DR is a lot more gamist, more complicated, requires more work, and makes combat take longer.

The only way it is viable is if you're running a combat tracking program! :confused:
 

I'd like to see the unified mechanic theory spread into other aspects of the game, frex magic item construction and monster construction.

joe b.
 

- Wounds and Vitality system
- Armor as Damage Reduction
- Skill and Feat based freeform magic system. Magic costs vitality points.
- A single class. All special abilities taken as feats. Magic, and special abilties cost vitality points to use. Class skills chosen at character creation.
- Base attack is replaced by a Skill for each weapon catagory.
- With armor providing damage reduction, each catagory of armor is replaced by a skill. Attacking becomes a contested skill roll of Weapon Catagory vs. Armor Catagory.
- Monsters treated no different from PC races where game mechanics are concerned.
- Alignment goes away...to be replaced by a sliding morality scale.
- Division and benifits of Arcane, Divine, and Psionic magic determined by feat trees.
- Called Shots
- Combat becomes a 3 second round and is slightly less abstract.
- Like Spycraft, you have Free actions, Half Actions, and Full Actions. Attacking is a half action, and even a 1st level character can attack twice as a full action.
 
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I pretty much like 3.5 the way it is. Most of the suggestions here are just alterations that they have made rules for in Unearthed Arcana.

I wouldn't mind having a few more specific books like they did in 2E. Like a book of just PrCs, and a book of just Spells. It gets really difficult to remember which random supplement I got my prc/spell from, and I'd pay money for one handy source.
 

My own preference is for more word count. I know the older books often had far more words per page and more pages too. Given everything is written so speedily these days, perhaps they can simply take the best of the older flavor text from out-of-print books and merge it with authors of today? This means you can increase the word count, shrink down the font size, and even increase overall page number to justify current prices?

I know one of the best things about Wilderlands right now is the sheer wealth of material they offer. As it is based off an older setting with a library of pre-written material, I think Judges Guild is wise to promote mass-content value over production value (not that the latter are low for them either).

I know World's Largest Dungeon was produced very quickly with a team of writers. I'd like to think that system, coupled with a good development team, could bring back the larger books of yesteryear.
 

Xath said:
I pretty much like 3.5 the way it is. Most of the suggestions here are just alterations that they have made rules for in Unearthed Arcana.

I wouldn't mind having a few more specific books like they did in 2E. Like a book of just PrCs, and a book of just Spells. It gets really difficult to remember which random supplement I got my prc/spell from, and I'd pay money for one handy source.

Well, Tome of Magic is due out this year, so you will get your book o spells. :)
 

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