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<blockquote data-quote="Viktyr Gehrig" data-source="post: 5723985" data-attributes="member: 9249"><p>I don't like level caps at all. Keep the 30 level advancement scheme-- complete with Epic Destiny and Immortality and so forth-- and then have rules for continuing on with it.</p><p></p><p></p><p></p><p>Yes, absolutely. I say reduce the reliance on system mastery as much as possible-- every legal build should be a viable build, even if it's impossible to make them equal.</p><p></p><p></p><p></p><p></p><p></p><p>I'm thinking it should go in the other direction. All of the "splats" in D&D right now-- Race, Class, Theme, Paragon Path, Epic Destiny-- <strong>all</strong> of them should be classes. Most characters have at least two or three classes, with the option of adding more at the cost of some development resource. Throw in kits from 2e or archetypes from <em>Pathfinder</em>, too.</p><p></p><p></p><p></p><p>Use a point-based system, like <em>HARP</em>'s or 3.X psionics, combined with at-will powers like in 4e or the invocation classes from 3.X. Say, every spell costs a certain number of points to cast, but as you level you gain the ability to cast certain spells for free.</p><p></p><p></p><p></p><p>I may not agree with your other points, but this is the only one I actively <strong>hate</strong>. Connecting the various campaign settings via <em>Planescape</em> and <em>Spelljammer</em> was bad enough.</p><p></p><p></p><p></p><p>Absolutely. Ritual magic was one of the best innovations in 4e.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5723985, member: 9249"] I don't like level caps at all. Keep the 30 level advancement scheme-- complete with Epic Destiny and Immortality and so forth-- and then have rules for continuing on with it. Yes, absolutely. I say reduce the reliance on system mastery as much as possible-- every legal build should be a viable build, even if it's impossible to make them equal. I'm thinking it should go in the other direction. All of the "splats" in D&D right now-- Race, Class, Theme, Paragon Path, Epic Destiny-- [b]all[/b] of them should be classes. Most characters have at least two or three classes, with the option of adding more at the cost of some development resource. Throw in kits from 2e or archetypes from [i]Pathfinder[/i], too. Use a point-based system, like [i]HARP[/i]'s or 3.X psionics, combined with at-will powers like in 4e or the invocation classes from 3.X. Say, every spell costs a certain number of points to cast, but as you level you gain the ability to cast certain spells for free. I may not agree with your other points, but this is the only one I actively [b]hate[/b]. Connecting the various campaign settings via [i]Planescape[/i] and [i]Spelljammer[/i] was bad enough. Absolutely. Ritual magic was one of the best innovations in 4e. [/QUOTE]
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