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What would you want to see in 4e?
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<blockquote data-quote="Upper_Krust" data-source="post: 2515301" data-attributes="member: 326"><p>Hey all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thought I would chime in. Off the top of my head...</p><p></p><p>- Armour as DR...okay everyone says that but its worth repeating.</p><p>- Change Max Dexterity bonus for armour, have a penalty instead.</p><p>- Base Attack Bonus based on class level, not Hit Dice.</p><p>- Strength no longer gives a bonus to hit, use Dexterity instead.</p><p>- Spellcasting, have no unique class spells, simply allow certain classes access to certain spells earlier.</p><p>- Orcs lawful evil, goblins chaotic evil.</p><p>- Link save or die spells to ability damage/drain, so that a death effect would have to drain your con to kill you.</p><p>- Outsiders (and Fey) are spirits.</p><p>- Construct Hit Dice deteremined by Caster Level.</p><p>- Superior Challenge Rating and Encounter Level system - ie. mine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>- Have low and High magic campaign options.</p><p></p><p>...and don't get me started on changes to the epic rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Good idea.</p><p></p><p></p><p></p><p>What about Hit Dice based on mass (2 ft = 1 HD for humanoids) for creatures with a natural physiognomy (everything except Constructs, Fey, Outsiders and Intelligent Undead).</p><p></p><p>eg. A 6 ft. tall humanoid would have a 3 HD. A 20 ft tall giant would have 10 HD.</p><p></p><p>Creatures with 2 dimensions the same would be x1.5 (round down)...a 4 ft. tall dwarf would have 2 x 1.5 = 3 HD</p><p></p><p>Creatures with 3 Dimensions the same would be x2...an 8 ft. Beholder would have 4 x 2 = 8 HD.</p><p></p><p><u>Hit points from Hit Dice are the punishment you can take, whereas Hit points from Classes represent skill. Certain situations (immersion in lava, stabbed while you sleep etc.) would ignore these class based hit points.</u></p><p></p><p></p><p></p><p>Agreed.</p><p></p><p>Perhaps every 10 skill points in a skill gives you a feat type ability? That way they are something tangible at high-level.</p><p></p><p></p><p></p><p>I have been thinking about Classes, what about:</p><p></p><p><strong>1. Urban</strong></p><p></p><p>1a) Cleric (6 hp/level)</p><p>1b) Fighter (10 hp/level)</p><p>1c) Rogue (8 hp/level)</p><p>1d) Wizard (4 hp/level)</p><p></p><p>Combinations</p><p></p><p>a+b = Templar (8 hp/level)...any non-chaotic alignment, different Orders (Paladins, Blackguards etc.)</p><p>a+c = Monk (7 hp/level)...lawful alignment</p><p>a+d = Mystic (5 hp/level)</p><p>b+c = Assassin (9 hp/level)</p><p>b+d = Warlock (7 hp/level)...bit like the Eldritch Knight.</p><p>c+d = Bard (6 hp/level)</p><p></p><p><strong>2. Rural</strong></p><p></p><p>2a) Barbarian (12 hp/level)</p><p>2b) Druid (8 hp/level)</p><p>2c) Ranger (10 hp/level)...Pirate/Swashbuckler type.</p><p>2d) Sorceror (6 hp/level)</p><p></p><p>a+b = Beastmaster (10 hp/level)...Chaos Warrior type who takes on animal characteristics, different animal clans.</p><p>a+c = Slayer (11 hp/level)</p><p>a+d = Shaman (9 hp/level)</p><p>b+c = Hermit (9 hp/level)...westernised Monk?</p><p>b+d = Wyrd (7 hp/level)...Elementalist.</p><p>c+d = Skald (8 hp/level)</p><p></p><p>These should cut out the need for 'generic' Prestige Classes like the Eldritch Knight, Mystic Theurge etc. that are simply 'in-between' classes.</p><p></p><p><strong>Core Races:</strong></p><p></p><p>Human</p><p>Dragon</p><p>Dwarf</p><p>Giant</p><p>Elf</p><p>Orc</p><p>Gnome</p><p>Kobold</p><p>Halfling</p><p>Goblin</p><p></p><p>Plus half versions of each except (Human/Halfling). Half Giant = Ogre.</p><p></p><p></p><p></p><p>Agreed.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 2515301, member: 326"] Hey all! :) Thought I would chime in. Off the top of my head... - Armour as DR...okay everyone says that but its worth repeating. - Change Max Dexterity bonus for armour, have a penalty instead. - Base Attack Bonus based on class level, not Hit Dice. - Strength no longer gives a bonus to hit, use Dexterity instead. - Spellcasting, have no unique class spells, simply allow certain classes access to certain spells earlier. - Orcs lawful evil, goblins chaotic evil. - Link save or die spells to ability damage/drain, so that a death effect would have to drain your con to kill you. - Outsiders (and Fey) are spirits. - Construct Hit Dice deteremined by Caster Level. - Superior Challenge Rating and Encounter Level system - ie. mine. :p - Have low and High magic campaign options. ...and don't get me started on changes to the epic rules. ;) Good idea. What about Hit Dice based on mass (2 ft = 1 HD for humanoids) for creatures with a natural physiognomy (everything except Constructs, Fey, Outsiders and Intelligent Undead). eg. A 6 ft. tall humanoid would have a 3 HD. A 20 ft tall giant would have 10 HD. Creatures with 2 dimensions the same would be x1.5 (round down)...a 4 ft. tall dwarf would have 2 x 1.5 = 3 HD Creatures with 3 Dimensions the same would be x2...an 8 ft. Beholder would have 4 x 2 = 8 HD. [U]Hit points from Hit Dice are the punishment you can take, whereas Hit points from Classes represent skill. Certain situations (immersion in lava, stabbed while you sleep etc.) would ignore these class based hit points.[/U] Agreed. Perhaps every 10 skill points in a skill gives you a feat type ability? That way they are something tangible at high-level. I have been thinking about Classes, what about: [B]1. Urban[/B] 1a) Cleric (6 hp/level) 1b) Fighter (10 hp/level) 1c) Rogue (8 hp/level) 1d) Wizard (4 hp/level) Combinations a+b = Templar (8 hp/level)...any non-chaotic alignment, different Orders (Paladins, Blackguards etc.) a+c = Monk (7 hp/level)...lawful alignment a+d = Mystic (5 hp/level) b+c = Assassin (9 hp/level) b+d = Warlock (7 hp/level)...bit like the Eldritch Knight. c+d = Bard (6 hp/level) [B]2. Rural[/B] 2a) Barbarian (12 hp/level) 2b) Druid (8 hp/level) 2c) Ranger (10 hp/level)...Pirate/Swashbuckler type. 2d) Sorceror (6 hp/level) a+b = Beastmaster (10 hp/level)...Chaos Warrior type who takes on animal characteristics, different animal clans. a+c = Slayer (11 hp/level) a+d = Shaman (9 hp/level) b+c = Hermit (9 hp/level)...westernised Monk? b+d = Wyrd (7 hp/level)...Elementalist. c+d = Skald (8 hp/level) These should cut out the need for 'generic' Prestige Classes like the Eldritch Knight, Mystic Theurge etc. that are simply 'in-between' classes. [B]Core Races:[/B] Human Dragon Dwarf Giant Elf Orc Gnome Kobold Halfling Goblin Plus half versions of each except (Human/Halfling). Half Giant = Ogre. Agreed. [/QUOTE]
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