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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="WayneLigon" data-source="post: 2519690" data-attributes="member: 3649"><p>Some idealized combo of Blue Rose, d20 Modern, Arcana Unearthed and Iron Heroes <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><em>Whatever</em> is done, D&D needs to be <em>one</em> book, priced for easy entry. $20 in current value at the absolute top. $15.00 would be better. </p><p> </p><p>Core Classes: Fighter, Mage, Rogue. A simple system of choosing skill sets, Saves and additional abilities that allows one to create Paladins, Rangers, Clerics, and Druids.</p><p> </p><p>A basic combat section and an advanced combat section. No adventure or later system should assume you are using the advanced system.</p><p> </p><p>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 <em>and</em> Melph's Acid Arrow <em>and</em> Fireball... consolidate and simplify until it hurts, then do it some more.</p><p> </p><p>All skills are class skills. </p><p> </p><p>GM advice. Handling player advice. Ajudicating beyond the rules advice. </p><p> </p><p>A handfull of misc magic items. 20-30 should be more than enough. Toss out most of the weird stuff that you see maybe once in a blue moon. Simplified rules for potions and scrolls, xp and pricing thereof; as in, like, three or four sentences. Or just stick it inthe spell description.</p><p> </p><p>A sample spell: </p><p> </p><p>Cure Wounds (scales)</p><p>Level: 1</p><p>Effect: You cure 1d6 points of wounds per caster level.</p><p>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</p><p>Potion: 50gp +5xp per use expended. Wand: 500gp + 150xp/charge</p><p> </p><p>There, we just got rid of like seven or eight spells in seven lines plus put in magic item creation info. THat's what I'm talking about. Concise. Based on a scalable system. Plays well with the magic item creation system a few pages further on.</p><p> </p><p>30-50 monsters, the classic bread and butter monsters. Dragons: two or three kinds. Giants: 1-2 kinds. Humanoids: 5-6. Two or three extraplanar things at most. All the weird specialized stuff can be saved for adventures and future supplements.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 2519690, member: 3649"] Some idealized combo of Blue Rose, d20 Modern, Arcana Unearthed and Iron Heroes :) [i]Whatever[/i] is done, D&D needs to be [i]one[/i] book, priced for easy entry. $20 in current value at the absolute top. $15.00 would be better. Core Classes: Fighter, Mage, Rogue. A simple system of choosing skill sets, Saves and additional abilities that allows one to create Paladins, Rangers, Clerics, and Druids. A basic combat section and an advanced combat section. No adventure or later system should assume you are using the advanced system. 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 [i]and[/i] Melph's Acid Arrow [i]and[/i] Fireball... consolidate and simplify until it hurts, then do it some more. All skills are class skills. GM advice. Handling player advice. Ajudicating beyond the rules advice. A handfull of misc magic items. 20-30 should be more than enough. Toss out most of the weird stuff that you see maybe once in a blue moon. Simplified rules for potions and scrolls, xp and pricing thereof; as in, like, three or four sentences. Or just stick it inthe spell description. 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 There, we just got rid of like seven or eight spells in seven lines plus put in magic item creation info. THat's what I'm talking about. Concise. Based on a scalable system. Plays well with the magic item creation system a few pages further on. 30-50 monsters, the classic bread and butter monsters. Dragons: two or three kinds. Giants: 1-2 kinds. Humanoids: 5-6. Two or three extraplanar things at most. All the weird specialized stuff can be saved for adventures and future supplements. [/QUOTE]
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