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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What would you want to see in 4e?
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<blockquote data-quote="Aldarc" data-source="post: 2515332" data-attributes="member: 5142"><p>- I would want "core classes" to be broad like Grim Tales (six for six attributes) with enough optional abilities that allows for players to be able to customize the archetype that they want without having to create a pointless new variant class or unbalanced PrC. </p><p></p><p>- A Defense & Armor as DR system </p><p></p><p>- A universal magic system. There would be no separation between "divine" or "arcane" there would simply be magic. The player would simply roleplay the source of their magic (innate, study, deity). Spellcasters are not defined by their spell-lists, but by their abilities and niche's (i.e. Arcana Evolved). For example, the innate manifester of magic (witch), studious mage (magister), support through runes (runethane), nature mage (greenbond), warrior-mage hybrid (mage blade). </p><p></p><p>- Less reliance on magic items. I want to be defined by what I can do, not by the items that I carry. </p><p></p><p>- Revision of the skill system. I'm not sure how, it just feels incomplete and not necessarily a portrayal as to strengths players want for their characters. I think that backgrounds (d20 Modern, Black Company, Grim Tales) and skill groups (Iron Heroes) has helped alleviate some of this problem. </p><p></p><p>- Skills that allow characters to actually do stuff and be more involved (i.e. Iron Heroes). </p><p></p><p>- No save or die spells. I am not sure about the mechanics of the spell-system though. While I prefer the more feat-based magic with hazards (Grim Tales, Iron Heroes, Black Company), I know that it is not for everyone.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 2515332, member: 5142"] - I would want "core classes" to be broad like Grim Tales (six for six attributes) with enough optional abilities that allows for players to be able to customize the archetype that they want without having to create a pointless new variant class or unbalanced PrC. - A Defense & Armor as DR system - A universal magic system. There would be no separation between "divine" or "arcane" there would simply be magic. The player would simply roleplay the source of their magic (innate, study, deity). Spellcasters are not defined by their spell-lists, but by their abilities and niche's (i.e. Arcana Evolved). For example, the innate manifester of magic (witch), studious mage (magister), support through runes (runethane), nature mage (greenbond), warrior-mage hybrid (mage blade). - Less reliance on magic items. I want to be defined by what I can do, not by the items that I carry. - Revision of the skill system. I'm not sure how, it just feels incomplete and not necessarily a portrayal as to strengths players want for their characters. I think that backgrounds (d20 Modern, Black Company, Grim Tales) and skill groups (Iron Heroes) has helped alleviate some of this problem. - Skills that allow characters to actually do stuff and be more involved (i.e. Iron Heroes). - No save or die spells. I am not sure about the mechanics of the spell-system though. While I prefer the more feat-based magic with hazards (Grim Tales, Iron Heroes, Black Company), I know that it is not for everyone. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What would you want to see in 4e?
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