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


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So... wow. Everybody wants 4.0 to be their homebrew.
From what I have been seeing, not necessarily. However, homebrews are what works for people, so it is natural that people want the system based upon problems that they have seen or want addressed.
 


Kapture said:
So... wow. Everybody wants 4.0 to be their homebrew.

Of course-- our individual homebrews are how we think D&D should work in the first place, after all.

There's a number of my house rules I've left out of this list, though. While I think they work better, I can see how the core rules might be better for not including them.
 

Here's my list...not that I want to see 4E any year soon.

Armor as DR
Spell points
Psionics part of the PHB
More varied array of races in the PHB
Weapon Proficiencies broken up by groups (one hand sword, two hand sword, maces, and so on)
Highly compatible with 3E and 3.5.
Not coming out until 2008 at the earliest.

Kane
 

I already got pretty much all I wanted in a new edition with Iron Heroes.

But other than that? Hmm.

The return of hot elf babes. No more of this looking like a grey extraterrestrial.
 


It seems to me like a lot of people in this thread want D&D to become GURPS or HERO.

Here's what I want to see in 4e:

Classes/levels
Hit points
Armor class
Armor affecting your chance to be hit, not reducing damage
Vancian magic
Alignment (with two different axis': good-evil and law-chaos)
Saving throws
Six ability scores: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma
Gelatinous Cubes
 

spell simplification

WayneLigon said:
A basic selection of spells, which are broken into Simple, Complex and 'spend a feat or class ability use to do this' level. 15-20 spells at a lower level, maybe no more than five or six at the highest levels. I don't want a Champions-like system but having a simple implementation of energy types and spell type (ray, cone, touch, ranged, whatrever) should be able to wipe out most repetative-type spells. No need for a Magic Missle and Melph's Acid Arrow and Fireball... consolidate and simplify until it hurts, then do it some more.

<snip>

A sample spell:

Cure Wounds (scales)
Level: 1
Effect: You cure 1d6 points of wounds per caster level.
Special: You can spend additional uses per day to cure other things. Minor condition (dazed, nauseous): +1. Major condition (unconscious): +2. Disease: +3. Ability Damage: +1 per ability point. Death: +10. 1d8 per level: +2. 1d10 per level: +4
Potion: 50gp +5xp per use expended. Wand: 500gp + 150xp/charge

I agree with your point on spells; In my opinion the majority of "waste" (i.e. rules I'll never use) in the PHB are spells that I'll never use (nor will any creatures, nor other party members). And, yes, I've both DMed and played major spellcasters. I like your type of approach; it reminds me a bit of the Expanded Psionics Handbook combined with a dash of AE.
 

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