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<blockquote data-quote="MoutonRustique" data-source="post: 6665294" data-attributes="member: 22362"><p>My greatest sadness with 4e is the loss of potential : </p><p> - the GSL and C&D mindset killed 3rd party support in all forms</p><p> - the mechanics didn't get the time <em>(vs the man-hours - which it did get, but it isn't the same : humans need actual time to pass to figure things out; not just MOAR WORK!)</em> to really evolve and explore what they could do</p><p></p><p>There are no really <em>good</em> tools for 4e. Don't get me wrong, there are a few nice ones, and a few <em>that could have been</em> awesome (Masterplan being one of these) but were hit with the C&D so hard...</p><p></p><p>Things that are <em>obviously</em> good ideas but were never made :</p><p> - a <em>customizable</em> output character builder : I don't believe that anyone can honestly say that the character sheets we got were <em>good</em>. They were <em>pretty</em>, but never <em>useful for play.</em></p><p></p><p>4e plays much easier for players if their characters actually look like monster stat-blocs. While it's true that they all have a whole lot of building blocs, in play, they're not really all that hard to handle - there are few situations w/o an obvious choice - and the pertinent numbers don't really change all that much.</p><p></p><p>- an encounter builder that actually outputs your encounter <em>in a useful form for TT play!</em> I mean... COME ON! Those stat blocs practically <em>beg</em> to be used in a WYSIWYG printing editor - that I have to make a print-screen, post it in paint, crop it and use it in Word is a freaking blasphemy! A <strong>BLASPHEMY</strong> I say!</p><p></p><p><em>On another note :</em></p><p>Has anyone used the 13Age monster abilities approach in 4e? </p><p></p><p>I'm talking about the "odd natural hit" = action 1; "even natural hit" = action 2, etc. It just seems like one of those excellent things 4e didn't get the time to get around to.</p><p></p><p>It's a very elegant design and it can be used with the same intent/purpose of random recharge, attacks that should get something more "on a good hit", and many other situations.</p><p></p><p><em>Lastly</em></p><p>I'm trying to figure out a way to re-1E-fy the attack option a tad : a bit more abstract. My main target is removing multi-attacks as they are currently presented.</p><p></p><p>My ultimate goal would be to consolidate everything from a round into a single attack and damage/effects sequence.</p><p></p><p>Advantages:</p><p>- easier to estimate PC cabilities</p><p>- easier play in combat (hopefully)</p><p>- quicker play in combat (hopefully)</p><p>- easier to bring in things like DR (which I really like)</p><p>- a bit less jarring on the "attacks are abstract, but not this one, but yeah this one too, but really it's a single swing, but not really, but yeah kinda..." that bothers me a bit in some situations</p><p>- reduces static modifier damage supremacy</p><p>- can make monsters <em>even better*</em> which sounds impossible - but it's true!</p><p>- something else I'm forgetting at the moment...</p><p></p><p>I've also got <em>charge</em> in my sights - I'm not fond of it (I actually dislike it a fair bit.) It's just too easy to justify all those little bonuses that end up making it the best option in almost all cases (a little +1d6 dmg, of course, he's <em>charging</em>, makes sense. Oh! and let's add a little push to that, makes sense. Oh! and this and that and... WHERE DOES IT END!? )</p><p></p><p>Well, this turned out much, much longer than I intended...</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6665294, member: 22362"] My greatest sadness with 4e is the loss of potential : - the GSL and C&D mindset killed 3rd party support in all forms - the mechanics didn't get the time [I](vs the man-hours - which it did get, but it isn't the same : humans need actual time to pass to figure things out; not just MOAR WORK!)[/I] to really evolve and explore what they could do There are no really [I]good[/I] tools for 4e. Don't get me wrong, there are a few nice ones, and a few [I]that could have been[/I] awesome (Masterplan being one of these) but were hit with the C&D so hard... Things that are [I]obviously[/I] good ideas but were never made : - a [I]customizable[/I] output character builder : I don't believe that anyone can honestly say that the character sheets we got were [I]good[/I]. They were [I]pretty[/I], but never [I]useful for play.[/I] 4e plays much easier for players if their characters actually look like monster stat-blocs. While it's true that they all have a whole lot of building blocs, in play, they're not really all that hard to handle - there are few situations w/o an obvious choice - and the pertinent numbers don't really change all that much. - an encounter builder that actually outputs your encounter [I]in a useful form for TT play![/I] I mean... COME ON! Those stat blocs practically [I]beg[/I] to be used in a WYSIWYG printing editor - that I have to make a print-screen, post it in paint, crop it and use it in Word is a freaking blasphemy! A [B]BLASPHEMY[/B] I say! [I]On another note :[/I] Has anyone used the 13Age monster abilities approach in 4e? I'm talking about the "odd natural hit" = action 1; "even natural hit" = action 2, etc. It just seems like one of those excellent things 4e didn't get the time to get around to. It's a very elegant design and it can be used with the same intent/purpose of random recharge, attacks that should get something more "on a good hit", and many other situations. [I]Lastly[/I] I'm trying to figure out a way to re-1E-fy the attack option a tad : a bit more abstract. My main target is removing multi-attacks as they are currently presented. My ultimate goal would be to consolidate everything from a round into a single attack and damage/effects sequence. Advantages: - easier to estimate PC cabilities - easier play in combat (hopefully) - quicker play in combat (hopefully) - easier to bring in things like DR (which I really like) - a bit less jarring on the "attacks are abstract, but not this one, but yeah this one too, but really it's a single swing, but not really, but yeah kinda..." that bothers me a bit in some situations - reduces static modifier damage supremacy - can make monsters [I]even better*[/I] which sounds impossible - but it's true! - something else I'm forgetting at the moment... I've also got [I]charge[/I] in my sights - I'm not fond of it (I actually dislike it a fair bit.) It's just too easy to justify all those little bonuses that end up making it the best option in almost all cases (a little +1d6 dmg, of course, he's [I]charging[/I], makes sense. Oh! and let's add a little push to that, makes sense. Oh! and this and that and... WHERE DOES IT END!? ) Well, this turned out much, much longer than I intended... [/QUOTE]
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