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What would you want to see in 4E?
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<blockquote data-quote="FireLance" data-source="post: 3663163" data-attributes="member: 3424"><p>I won't detail a laundry list of wants. I'll just set out a few design principles which I hope 4e will adhere to:</p><p></p><p>1. Modularity/varying degrees of complexity: have a very simple basic game with options for increased complexity that can be easily integrated or ignored. For example, there could be a separate chapter for advanced combat which you can use if you want AOOs or grappling, or a chapter on alignment (and associated spells and effects) if you want to include that into your game.</p><p></p><p>2. Fewer, but more significant abilities: At least for the basic game, to help keep it simple. Inexperienced players, in particular, would find it easier to keep a small number of abilities in mind, and would enjoy the feeling of contributing significantly in an encounter. Classes or races with a larger number of less powerful abilities could be retained as options.</p><p></p><p>3. Refreshing abilities mostly on a per encounter basis: This helps inexperienced players learn about their characters' abilities as it encourages them to use their abilities instead of hoarding them. It also helps reduce encounter variability for the DM, as he can expect the PCs to start each encounter at roughly the same level of resources. A per encounter refresh system can also be easily converted to a per day refresh system, which can be retained as an option.</p><p></p><p>4. Limit the amount of in-game calculation: one way to do this is to limit the number of effects that a spellcaster can maintain, or to set a cap on the number of spells that a character can benefit from. This ties in nicely with (2) and (3) above - a low-level cleric might only be able to maintain two effects at a time (say, <em>bless</em> and <em>shield of faith</em>), but he will be able to use them in every encounter.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3663163, member: 3424"] I won't detail a laundry list of wants. I'll just set out a few design principles which I hope 4e will adhere to: 1. Modularity/varying degrees of complexity: have a very simple basic game with options for increased complexity that can be easily integrated or ignored. For example, there could be a separate chapter for advanced combat which you can use if you want AOOs or grappling, or a chapter on alignment (and associated spells and effects) if you want to include that into your game. 2. Fewer, but more significant abilities: At least for the basic game, to help keep it simple. Inexperienced players, in particular, would find it easier to keep a small number of abilities in mind, and would enjoy the feeling of contributing significantly in an encounter. Classes or races with a larger number of less powerful abilities could be retained as options. 3. Refreshing abilities mostly on a per encounter basis: This helps inexperienced players learn about their characters' abilities as it encourages them to use their abilities instead of hoarding them. It also helps reduce encounter variability for the DM, as he can expect the PCs to start each encounter at roughly the same level of resources. A per encounter refresh system can also be easily converted to a per day refresh system, which can be retained as an option. 4. Limit the amount of in-game calculation: one way to do this is to limit the number of effects that a spellcaster can maintain, or to set a cap on the number of spells that a character can benefit from. This ties in nicely with (2) and (3) above - a low-level cleric might only be able to maintain two effects at a time (say, [I]bless[/I] and [I]shield of faith[/I]), but he will be able to use them in every encounter. [/QUOTE]
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