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Wishlist: Things You'd Hope To See In 4E
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<blockquote data-quote="Patlin" data-source="post: 3777334" data-attributes="member: 17264"><p>What you want more than what you expect, though if things you've heard about 4e inspire you, so much the better.</p><p></p><p>Here's mine:</p><p></p><p>1. Druid wildshaping to be more like the Shifter alternate class feature in PHB II, with more forms and more variety over 30 levels rather than 20.</p><p></p><p>2. Effective but balanced multiclassing that allows me to play the character I want from level 1. Paladin 4/Sorceror 6/Knight Phantom 1 was cool in 3.5, but the first four levels (in Paladin) didn't feel much like the character I envisioned...</p><p></p><p>3. Cooler fighters. More to do both inside and outside of combat. Interesting maneuvers, possibly social skills?</p><p></p><p>4. More interesting racial options. Tempt me away from playing the same race (in 3.5, human) over and over again by making the races balanced and flavorfull.</p><p></p><p>5. Better social dynamics, with options. My Charisma and Skills should be meaningfull, but a low charisma character without social skills shouldn't be required to sit in the back and shut up. Last session in 3.5 the players who wanted to do the talking felt like they couldn't, and neither of the players who could do the job well were interesting. The scene dragged on forever....</p><p></p><p>6. More options for designing first level encounters. In 3.5, a huge percentage of the Monster Manual was off limits for a level 1 adventure unless you wanted a TPK.</p><p></p><p>7. Better stealth. Needing cover to hide makes some sense, but if you wait patiently for the guard to turn his head, shouldn't you be able to quickly dash across the open area without being seen?</p><p></p><p>8. Keep my favorite out-of-combat things from earlier editions! Magic should be able to do magical things, like summon a Phantom Steed, take the party off to a Magnificent Mansion on another plane, or sail a ship beneath the waves.</p><p></p><p>9. Make character creation more important than items. My play style shouldn't have to change based on the items I happen to find. For example, Weapon Specialization (greatsword) shouldn't become useless just because you found a cool bastard sword.</p><p></p><p>10. Keep items meaningfull enough to make the players happy to aquire them.</p></blockquote><p></p>
[QUOTE="Patlin, post: 3777334, member: 17264"] What you want more than what you expect, though if things you've heard about 4e inspire you, so much the better. Here's mine: 1. Druid wildshaping to be more like the Shifter alternate class feature in PHB II, with more forms and more variety over 30 levels rather than 20. 2. Effective but balanced multiclassing that allows me to play the character I want from level 1. Paladin 4/Sorceror 6/Knight Phantom 1 was cool in 3.5, but the first four levels (in Paladin) didn't feel much like the character I envisioned... 3. Cooler fighters. More to do both inside and outside of combat. Interesting maneuvers, possibly social skills? 4. More interesting racial options. Tempt me away from playing the same race (in 3.5, human) over and over again by making the races balanced and flavorfull. 5. Better social dynamics, with options. My Charisma and Skills should be meaningfull, but a low charisma character without social skills shouldn't be required to sit in the back and shut up. Last session in 3.5 the players who wanted to do the talking felt like they couldn't, and neither of the players who could do the job well were interesting. The scene dragged on forever.... 6. More options for designing first level encounters. In 3.5, a huge percentage of the Monster Manual was off limits for a level 1 adventure unless you wanted a TPK. 7. Better stealth. Needing cover to hide makes some sense, but if you wait patiently for the guard to turn his head, shouldn't you be able to quickly dash across the open area without being seen? 8. Keep my favorite out-of-combat things from earlier editions! Magic should be able to do magical things, like summon a Phantom Steed, take the party off to a Magnificent Mansion on another plane, or sail a ship beneath the waves. 9. Make character creation more important than items. My play style shouldn't have to change based on the items I happen to find. For example, Weapon Specialization (greatsword) shouldn't become useless just because you found a cool bastard sword. 10. Keep items meaningfull enough to make the players happy to aquire them. [/QUOTE]
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