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<blockquote data-quote="Osgood" data-source="post: 5591979" data-attributes="member: 32792"><p>I have thought about this a lot over the past year, when Essentials wasn't what I was hoping for. 4E is pretty close to my ideal version of D&D, so for me it would be 4E with the following alterations:</p><p></p><ul> <li data-xf-list-type="ul">Get rid of the linear alignment track, preferably bring back the old two axis system, but I would accept switching to something like Good, Evil, Lawful, Chaotic, and Unaligned.</li> </ul><p></p><ul> <li data-xf-list-type="ul">A more concise list of feats, that doesn't get too big too fast (closer to the essentials feat list). Perhaps have a guideline of never introducing more than x feats per year.</li> </ul><p></p><ul> <li data-xf-list-type="ul">I dislike "subclasses" like we see in essentials. Either have separate classes, or created a more flexible system where you pick from a list of ala cart class features.</li> </ul><p></p><ul> <li data-xf-list-type="ul">All classes have the AEDU power structure, but traditionally simpler classes (such as the fighter) have fewer and simpler choices, such as instead of gaining at new encounter power at higher levels, gain additional uses of the existing power (or at least have that as the default option, but with "advanced" choices available).</li> </ul><p></p><ul> <li data-xf-list-type="ul">Along those lines, I think each class should have a "simple" and "advanced" path. In a regular campaign, folks may opt in to the more complex options, but the simple choice is available for the casual or one-shot game.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Rework the multiclass system. If you have ala cart class features, perhaps a multiclass feat allows you to freely take another classes features. Another feat would allows powers to be swapped.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Magic items should more closely resemble earlier editions. Items should usually have properties as opposed to powers (except for special items), and allow a magic item to have multiple enchantments (within reason). Perhaps using the rarity system: uncommon items have two properties, rares have a power and a two properties, etc.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Thoroughly play test classes, feats, and powers so there is less errata (perhaps an open play test where the classes are available to subscribers a year before the book is released). The books should remain useful references.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Speed up combat. Remove or limit the game slowing abilities and conditions, such as triggered interrupts and reactions, stun, etc.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Monster design is pretty good right now, but most standard monsters should have only one or two signature powers above the basic attack. I love the idea of minions, standard, elite, and solo monsters, but perhaps an evaluation of the HP structure... perhaps a minion goes down in one hit, and a standard monster goes down in two or three, an elite in five or six hits, and so on.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Create a more robust skill challenge system. Perhaps every class should have at least one feature and/or utility power that supports skill challenges.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Presumably DDI (or something similar) is going to be a part of the next edition, as the DM has the hardest job, make sure it supports them by having the tools they need at launch (monster builder, trap builder, treasure generator, map maker, etc.). If this is going to be integrated, be sure to consider that in the design process (ie don't create some rule element that can't easily be implemented in the tools)</li> </ul></blockquote><p></p>
[QUOTE="Osgood, post: 5591979, member: 32792"] I have thought about this a lot over the past year, when Essentials wasn't what I was hoping for. 4E is pretty close to my ideal version of D&D, so for me it would be 4E with the following alterations: [LIST] [*]Get rid of the linear alignment track, preferably bring back the old two axis system, but I would accept switching to something like Good, Evil, Lawful, Chaotic, and Unaligned. [/LIST] [LIST] [*]A more concise list of feats, that doesn't get too big too fast (closer to the essentials feat list). Perhaps have a guideline of never introducing more than x feats per year. [/LIST] [LIST] [*]I dislike "subclasses" like we see in essentials. Either have separate classes, or created a more flexible system where you pick from a list of ala cart class features. [/LIST] [LIST] [*]All classes have the AEDU power structure, but traditionally simpler classes (such as the fighter) have fewer and simpler choices, such as instead of gaining at new encounter power at higher levels, gain additional uses of the existing power (or at least have that as the default option, but with "advanced" choices available). [/LIST] [LIST] [*]Along those lines, I think each class should have a "simple" and "advanced" path. In a regular campaign, folks may opt in to the more complex options, but the simple choice is available for the casual or one-shot game. [/LIST] [LIST] [*]Rework the multiclass system. If you have ala cart class features, perhaps a multiclass feat allows you to freely take another classes features. Another feat would allows powers to be swapped. [/LIST] [LIST] [*]Magic items should more closely resemble earlier editions. Items should usually have properties as opposed to powers (except for special items), and allow a magic item to have multiple enchantments (within reason). Perhaps using the rarity system: uncommon items have two properties, rares have a power and a two properties, etc. [/LIST] [LIST] [*]Thoroughly play test classes, feats, and powers so there is less errata (perhaps an open play test where the classes are available to subscribers a year before the book is released). The books should remain useful references. [/LIST] [LIST] [*]Speed up combat. Remove or limit the game slowing abilities and conditions, such as triggered interrupts and reactions, stun, etc. [/LIST] [LIST] [*]Monster design is pretty good right now, but most standard monsters should have only one or two signature powers above the basic attack. I love the idea of minions, standard, elite, and solo monsters, but perhaps an evaluation of the HP structure... perhaps a minion goes down in one hit, and a standard monster goes down in two or three, an elite in five or six hits, and so on. [/LIST] [LIST] [*]Create a more robust skill challenge system. Perhaps every class should have at least one feature and/or utility power that supports skill challenges. [/LIST] [LIST] [*]Presumably DDI (or something similar) is going to be a part of the next edition, as the DM has the hardest job, make sure it supports them by having the tools they need at launch (monster builder, trap builder, treasure generator, map maker, etc.). If this is going to be integrated, be sure to consider that in the design process (ie don't create some rule element that can't easily be implemented in the tools) [/LIST] [/QUOTE]
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