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What would you want to see in 4e?
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<blockquote data-quote="Greg K" data-source="post: 2529942" data-attributes="member: 5038"><p>Many of the changes that I would like to see have been mentioned already. Anyway, here are my 4e wishes</p><p></p><p>I. Ability Scores </p><p>Dex to hit</p><p></p><p>II. Hit Points replaced with either</p><p>1) Damage Save (with use of Armor as DR)</p><p>2) WP/VP (preferably set amount of VP that do not increase with level-- class based defense, combat expertise, armor as DR, and action points can be used to increase survivability of higher level characters)</p><p></p><p>III. Race</p><p>1) Fewer absolutes (see Misc Rules section of Sean Reynold's site)</p><p></p><p>2) Gnomes: Gnomes may choose Bard or Illusionist as favored class (as per Sean Reynold's site)</p><p></p><p>3) Half Elf: fewer absolutes (see Misc. Rules section of Sean Reynold's site)</p><p></p><p>4) Half Orc: As per Sean reynolds site: half orcs do not receive charisma penalty, but penalty to diplomacy, gather info, handle animal</p><p></p><p>5) Humans: provide a choice of backgrounds (e.g, herder, hunter, noble, nomad, urban, street etc.) to choose from. Each background provides a bonus to a few skills and these skills are always class skills for the character.</p><p></p><p>6) Half-ogres: add this as core race</p><p></p><p>IV. Classes </p><p>1)Barbarian: </p><p>a) add the Barbarian Hunter and Totem Barbarian variants from UA as options </p><p>b) remove automatic proficiency with medium armor (let character spend a feat)</p><p></p><p>2) Bard: </p><p>a) add the Bardic Variants (Bardic Sage, Divine Bard, and Fey Bard) from UA as options</p><p>b) add an option for non spell casting bards</p><p>c) less emphasis on the bard as a jack of all trades</p><p>d) remove automatic proficiency with medium armor (let character spend a feat)</p><p></p><p>3) Cleric:</p><p>a) remove heavy armor and shield as per Sean Reynold's site</p><p>b) remove medium armor (let the character spend a feat)</p><p>c) reduce hd to d6</p><p>d) add more skill points</p><p>e) remove spontaneous healing and turn undead as automatic class abilities and provide appropriate domain related abilities in their place.</p><p>f) add champion of good and cloistered cleric options from UA</p><p></p><p>4) Druid eliminate the class and use domain cleric</p><p>if kept</p><p>a) light armor only</p><p>b) hit die d6</p><p>c) fewer absolutes (see Misc. Rules section of Sean Reynold's site)</p><p></p><p>5) Fighter:</p><p>a) remove medium and heavy armor and let feats be spent on them</p><p>b) add more skill points</p><p>c) provide various archetype options such as the Thug from UA each with additonal archetype appropriate class skills</p><p></p><p>6) Monk:</p><p>a) add fighting styles from UA</p><p>b) fewer absolutes (see Misc. Rules section of Sean Reynold's site)</p><p>b) provide options to choose from rather than set level abilities</p><p>c) no multiclass restriction</p><p></p><p>7) Paladin: </p><p>a) Make PrC and use champion of good cleric from UA in its place</p><p>b) add Blessed or Faith Feats that characters can take to represent being blessed (e.g. a True Faith Feat might allow a good character to turn undead)</p><p>c) if kept as core class, no multiclass restriction</p><p>d) if kept as core class, fewer absolutes (see Misc. Rules section of Sean Reynold's site)</p><p>e) if kept as core class, option for non spellcasting </p><p></p><p>8) Ranger</p><p>a) make prestige class</p><p>b) use wilderness rogue and fighter variant (use UA Thug as guideline) for outdoorsman</p><p>c) if kept as core class, provide variants for no spellcasting outdoors type</p><p>d) favored environment as per UA as an option</p><p></p><p>9) Rogue</p><p>a) add wilderness rogue variant from UA as an option</p><p>b) add bonus feats in place of sneak attack option from UA</p><p>c) add other options than can replace sneak attack</p><p>d) add a social rogue variant for conmen, charlatans etc.</p><p></p><p>10) Sorceror</p><p>a) add battle sorceror variant from UA as an option</p><p>b) Bluff, Diplomacy, and UMD as class skills</p><p>c) bonus metamagic feats</p><p></p><p>11) Wizard</p><p>a) Decipher Script as a class skill</p><p>b) combat wizard vriant as per UA</p><p></p><p>12) Specialist Wizards</p><p>a) make the specialist wizard abilities from UA core</p><p>b) give each specialist wizard their own unique spell list as per 1e illusionist</p><p>c) add even more specialist wizards</p><p></p><p></p><p>V. Skills</p><p>1) fewer absolutes (see Misc. Rules section of Sean Reynold's site)</p><p>2) add Navigate, Research, and Knowledge (Streetwise) from d20 Modern</p><p>3) ditch Use Rope</p><p>4) no further consolidation of skills</p><p></p><p>VI. Feats</p><p>replace Unarmed Strike with Combat Martial Arts, Defensive Martial Arts, and Brawling feat chains from d20 Modern</p><p></p><p>VII. Combat </p><p>a) Armor as DR</p><p>b) Class based Defense Bonus: not the version in UA but one that works in conjunction with wearing armor</p><p></p><p>VIII. Magic System</p><p>a) Replace the Vancian Magic System (preferably feat and skill as per Star Wars force and True 20 magic)</p><p>b) Add invocation rules</p><p></p><p>IX. Magic Items</p><p>a) Less reliance/emphasis on magic items and more emphasis on character abilities</p><p></p><p>X. Action Points</p><p>add action points or M&M 2e style Hero Point as core</p><p></p><p>edit:</p><p>I forgot a few things</p><p>1) Change from gold to silver standard</p><p>2) Completely rewrite epic level rules</p><p>3) ditch the x/day</p><p>4) no psionics in core</p><p>4) make the PHB non world specific. Place Greyhawk material in a chapter of DMG devoted to an example of creating a world. Then create a Greyhawk campaign hardcover for greyhawk fans.</p><p>5) UA weapon groups as core</p></blockquote><p></p>
[QUOTE="Greg K, post: 2529942, member: 5038"] Many of the changes that I would like to see have been mentioned already. Anyway, here are my 4e wishes I. Ability Scores Dex to hit II. Hit Points replaced with either 1) Damage Save (with use of Armor as DR) 2) WP/VP (preferably set amount of VP that do not increase with level-- class based defense, combat expertise, armor as DR, and action points can be used to increase survivability of higher level characters) III. Race 1) Fewer absolutes (see Misc Rules section of Sean Reynold's site) 2) Gnomes: Gnomes may choose Bard or Illusionist as favored class (as per Sean Reynold's site) 3) Half Elf: fewer absolutes (see Misc. Rules section of Sean Reynold's site) 4) Half Orc: As per Sean reynolds site: half orcs do not receive charisma penalty, but penalty to diplomacy, gather info, handle animal 5) Humans: provide a choice of backgrounds (e.g, herder, hunter, noble, nomad, urban, street etc.) to choose from. Each background provides a bonus to a few skills and these skills are always class skills for the character. 6) Half-ogres: add this as core race IV. Classes 1)Barbarian: a) add the Barbarian Hunter and Totem Barbarian variants from UA as options b) remove automatic proficiency with medium armor (let character spend a feat) 2) Bard: a) add the Bardic Variants (Bardic Sage, Divine Bard, and Fey Bard) from UA as options b) add an option for non spell casting bards c) less emphasis on the bard as a jack of all trades d) remove automatic proficiency with medium armor (let character spend a feat) 3) Cleric: a) remove heavy armor and shield as per Sean Reynold's site b) remove medium armor (let the character spend a feat) c) reduce hd to d6 d) add more skill points e) remove spontaneous healing and turn undead as automatic class abilities and provide appropriate domain related abilities in their place. f) add champion of good and cloistered cleric options from UA 4) Druid eliminate the class and use domain cleric if kept a) light armor only b) hit die d6 c) fewer absolutes (see Misc. Rules section of Sean Reynold's site) 5) Fighter: a) remove medium and heavy armor and let feats be spent on them b) add more skill points c) provide various archetype options such as the Thug from UA each with additonal archetype appropriate class skills 6) Monk: a) add fighting styles from UA b) fewer absolutes (see Misc. Rules section of Sean Reynold's site) b) provide options to choose from rather than set level abilities c) no multiclass restriction 7) Paladin: a) Make PrC and use champion of good cleric from UA in its place b) add Blessed or Faith Feats that characters can take to represent being blessed (e.g. a True Faith Feat might allow a good character to turn undead) c) if kept as core class, no multiclass restriction d) if kept as core class, fewer absolutes (see Misc. Rules section of Sean Reynold's site) e) if kept as core class, option for non spellcasting 8) Ranger a) make prestige class b) use wilderness rogue and fighter variant (use UA Thug as guideline) for outdoorsman c) if kept as core class, provide variants for no spellcasting outdoors type d) favored environment as per UA as an option 9) Rogue a) add wilderness rogue variant from UA as an option b) add bonus feats in place of sneak attack option from UA c) add other options than can replace sneak attack d) add a social rogue variant for conmen, charlatans etc. 10) Sorceror a) add battle sorceror variant from UA as an option b) Bluff, Diplomacy, and UMD as class skills c) bonus metamagic feats 11) Wizard a) Decipher Script as a class skill b) combat wizard vriant as per UA 12) Specialist Wizards a) make the specialist wizard abilities from UA core b) give each specialist wizard their own unique spell list as per 1e illusionist c) add even more specialist wizards V. Skills 1) fewer absolutes (see Misc. Rules section of Sean Reynold's site) 2) add Navigate, Research, and Knowledge (Streetwise) from d20 Modern 3) ditch Use Rope 4) no further consolidation of skills VI. Feats replace Unarmed Strike with Combat Martial Arts, Defensive Martial Arts, and Brawling feat chains from d20 Modern VII. Combat a) Armor as DR b) Class based Defense Bonus: not the version in UA but one that works in conjunction with wearing armor VIII. Magic System a) Replace the Vancian Magic System (preferably feat and skill as per Star Wars force and True 20 magic) b) Add invocation rules IX. Magic Items a) Less reliance/emphasis on magic items and more emphasis on character abilities X. Action Points add action points or M&M 2e style Hero Point as core edit: I forgot a few things 1) Change from gold to silver standard 2) Completely rewrite epic level rules 3) ditch the x/day 4) no psionics in core 4) make the PHB non world specific. Place Greyhawk material in a chapter of DMG devoted to an example of creating a world. Then create a Greyhawk campaign hardcover for greyhawk fans. 5) UA weapon groups as core [/QUOTE]
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