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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="GVDammerung" data-source="post: 2532867" data-attributes="member: 33060"><p>My 4E Top 10, in no particular order -</p><p></p><p>1) 4 Base Classes - Fighter/Cleric/Wizard/Rogue</p><p></p><p>2) No PrCs</p><p></p><p>3) Expanded feats with variable costs per Base Class type that will let you customize the Base Classes. Present the Barbarian/Druid/Paladin/Ranger/Bard etc. as collections of feats with a bonus to acquisition cost for maintaining a coherent “theme.” Increase rate at which feats are acquired.</p><p></p><p>4) No AoO. No advanced combat tactics. Make all such optional. Basic combat should be simple and fast. You hit. You miss. Thats it.</p><p></p><p>5) DR not AC. Resolve concerns about DR and speed by incorporating DR into character sheet calculations and stat blocks to better reflect the DR in play, once AC is gone.</p><p></p><p>6) Return variable and tiered XP progressions for each of the Base Classes. Slow character advancement/leveling.</p><p></p><p>7) Remove “assumed magic” in determining appropriate CR etc. Magic should be “plus factor” not a given. </p><p></p><p>8) Include variable spells along the lines of Arcana Unearthed to strengthen Wizard class, providing more versatility for same slots. </p><p></p><p>9) Increase skill points per class by +2 (Fighter/Cleric) or +4 (Wizard/Rogue)</p><p></p><p>10) Simplify monsters by removing skills, feats, stats, class levels. Basic monster should be basic with skills, feats, level abilities etc. worked into basic description or left out. Provide templates to adjust basic monsters but result must still be simple. Use a similar system for generating NPCs. Monster and NPC generation must be fast and simple with potential for added complexity via templates at Dms discretion. Do not assume complexity.</p><p></p><p>Oh. And 4E in 2008. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="GVDammerung, post: 2532867, member: 33060"] My 4E Top 10, in no particular order - 1) 4 Base Classes - Fighter/Cleric/Wizard/Rogue 2) No PrCs 3) Expanded feats with variable costs per Base Class type that will let you customize the Base Classes. Present the Barbarian/Druid/Paladin/Ranger/Bard etc. as collections of feats with a bonus to acquisition cost for maintaining a coherent “theme.” Increase rate at which feats are acquired. 4) No AoO. No advanced combat tactics. Make all such optional. Basic combat should be simple and fast. You hit. You miss. Thats it. 5) DR not AC. Resolve concerns about DR and speed by incorporating DR into character sheet calculations and stat blocks to better reflect the DR in play, once AC is gone. 6) Return variable and tiered XP progressions for each of the Base Classes. Slow character advancement/leveling. 7) Remove “assumed magic” in determining appropriate CR etc. Magic should be “plus factor” not a given. 8) Include variable spells along the lines of Arcana Unearthed to strengthen Wizard class, providing more versatility for same slots. 9) Increase skill points per class by +2 (Fighter/Cleric) or +4 (Wizard/Rogue) 10) Simplify monsters by removing skills, feats, stats, class levels. Basic monster should be basic with skills, feats, level abilities etc. worked into basic description or left out. Provide templates to adjust basic monsters but result must still be simple. Use a similar system for generating NPCs. Monster and NPC generation must be fast and simple with potential for added complexity via templates at Dms discretion. Do not assume complexity. Oh. And 4E in 2008. :cool: [/QUOTE]
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What would you want to see in 4e?
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