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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="fuindordm" data-source="post: 2516778" data-attributes="member: 5435"><p>Gee whiz, some really long lists here. A lot of the changes suggested make the game extremely different.</p><p></p><p>My own list:</p><p></p><p>Skill groups instead of class/cross class skills. (Idea stolen from Iron Heroes, but with groups generally</p><p>containing only 2 skills.) All skills cost one point per rank, but certain classes get access to Athletics (climb/jump), Awareness (spot/listen), Stealth (Hide/MS), Scribe (Decipher/Forgery), Influence (Diplomacy/Intimidate), Arcana (one Knowledge/Spellcraft) and so on.</p><p></p><p>More flexibility in choosing class abilities, like what they did with high-level rogue abliities and the ranger fighting styles in 3.5. Most of the variant classes in Unearthed Arcana should be incorporated into the core description. This ought to cut down drastically on the number of prestige classes needed, too.</p><p></p><p>Move to a spell point system and rebalance the wizard/sorcerer (or just unify them into a single class), but modify the scale somewhat so that first-level spells (even ones that don't cause damage) still use a significant fraction of a high-level caster's total. Making all spells default to the minimum caster level and giving them +1 DC and +2 caster levels per extra 2 SP spent (kind of like many psionic powers) would probably be enough.</p><p></p><p>Make arcane spell failure apply to all spells and all classes equally, or take it out of the game.</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 2516778, member: 5435"] Gee whiz, some really long lists here. A lot of the changes suggested make the game extremely different. My own list: Skill groups instead of class/cross class skills. (Idea stolen from Iron Heroes, but with groups generally containing only 2 skills.) All skills cost one point per rank, but certain classes get access to Athletics (climb/jump), Awareness (spot/listen), Stealth (Hide/MS), Scribe (Decipher/Forgery), Influence (Diplomacy/Intimidate), Arcana (one Knowledge/Spellcraft) and so on. More flexibility in choosing class abilities, like what they did with high-level rogue abliities and the ranger fighting styles in 3.5. Most of the variant classes in Unearthed Arcana should be incorporated into the core description. This ought to cut down drastically on the number of prestige classes needed, too. Move to a spell point system and rebalance the wizard/sorcerer (or just unify them into a single class), but modify the scale somewhat so that first-level spells (even ones that don't cause damage) still use a significant fraction of a high-level caster's total. Making all spells default to the minimum caster level and giving them +1 DC and +2 caster levels per extra 2 SP spent (kind of like many psionic powers) would probably be enough. Make arcane spell failure apply to all spells and all classes equally, or take it out of the game. Ben [/QUOTE]
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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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