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What would you want to see in 4E?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3661703" data-attributes="member: 19675"><p>Off the top of my head:</p><p></p><p>1) More flexibility & variety- mostly in the form of "cafeteria lists" of abilities unique to classes from which players choose each new levels, like the 3.x Rogue.</p><p></p><p>2) Cascading Feats. With the sheer number of feats out there, its hard to keep track of their interactions & locations...even for designers. It also makes some builds (the really feat-intensive ones) so rare as to be almost not worth their ink & paper. When was the last time you saw someone run a size M mounted warrior, esp. a mounted <em>archer?</em></p><p></p><p>Cascading feats would operate like this: You take a Feat- say Power Attack- and its benefits increase as the PC increases in level. After a PC with Power Attack gains 2 levels, the player could choose to gain the benefits of Leap Attack, Improved Sunder, or Cleave. 2 Levels later, more options open up- perhaps some as yet not extant within a currently published feat. As is obvious from the example, some Feats would simply dissapear, folded into their progenitor feats as level-based feat improvements.</p><p></p><p>IOW, it works much like the "cafeteria list" class option noted above.</p><p></p><p>3) Psionics becomes Core, with at least 2 classes placed in the PHB.</p><p></p><p>4) Maintain Vancian magic & the Arcane/Divine dichotomy, but expand the types of magic available within the game. Both historically and as things stand right now, D&D does not simulate ritual magic, animist magic, rune magic, tattoo magic, gem magic and many other forms of magical powers found in literature and RW legends.</p><p></p><p>One I'd especially like to see get full treatment was proposed in UA- an exhaustion system...hopefully based on Con.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3661703, member: 19675"] Off the top of my head: 1) More flexibility & variety- mostly in the form of "cafeteria lists" of abilities unique to classes from which players choose each new levels, like the 3.x Rogue. 2) Cascading Feats. With the sheer number of feats out there, its hard to keep track of their interactions & locations...even for designers. It also makes some builds (the really feat-intensive ones) so rare as to be almost not worth their ink & paper. When was the last time you saw someone run a size M mounted warrior, esp. a mounted [I]archer?[/I] Cascading feats would operate like this: You take a Feat- say Power Attack- and its benefits increase as the PC increases in level. After a PC with Power Attack gains 2 levels, the player could choose to gain the benefits of Leap Attack, Improved Sunder, or Cleave. 2 Levels later, more options open up- perhaps some as yet not extant within a currently published feat. As is obvious from the example, some Feats would simply dissapear, folded into their progenitor feats as level-based feat improvements. IOW, it works much like the "cafeteria list" class option noted above. 3) Psionics becomes Core, with at least 2 classes placed in the PHB. 4) Maintain Vancian magic & the Arcane/Divine dichotomy, but expand the types of magic available within the game. Both historically and as things stand right now, D&D does not simulate ritual magic, animist magic, rune magic, tattoo magic, gem magic and many other forms of magical powers found in literature and RW legends. One I'd especially like to see get full treatment was proposed in UA- an exhaustion system...hopefully based on Con. [/QUOTE]
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