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<blockquote data-quote="drothgery" data-source="post: 5592896" data-attributes="member: 360"><p>I like the basic structure of 4e a lot, though there are a lot of fiddly issues I've got with it. Still, if I were redoing things from the ground up</p><p>1 - keep classes focused; one role, one power source, one class (and stick with one of weapon/implement and ranged/melee, too)</p><p>2 - give characters a dedicated silo for non-combat powers (the design space covered by a lot of skill powers and some utility powers) and another one for something like non-combat feats (so you're not sacrificing combat ability to pick up Linguist or Skill Focus)</p><p>3 - come up with a style of class features for controllers (defenders get marks/auras; strikers get extra damage; leaders can heal; controllers get ???)</p><p>4 - encounter attack powers are by power source, not by class (all arcane characters have access to the same encounter spells)</p><p>5 - combat utility powers are by combat role, not by class (all defenders have access to the same combat utility powers)</p><p>6 - at-will and daily powers (or their replacement abilities, if the class has a non-standard structure) are class-specific</p><p>7 - all feats grant a fixed ability, and have either no prerequisites or one feat with no prerequisites (no long feat chains)</p></blockquote><p></p>
[QUOTE="drothgery, post: 5592896, member: 360"] I like the basic structure of 4e a lot, though there are a lot of fiddly issues I've got with it. Still, if I were redoing things from the ground up 1 - keep classes focused; one role, one power source, one class (and stick with one of weapon/implement and ranged/melee, too) 2 - give characters a dedicated silo for non-combat powers (the design space covered by a lot of skill powers and some utility powers) and another one for something like non-combat feats (so you're not sacrificing combat ability to pick up Linguist or Skill Focus) 3 - come up with a style of class features for controllers (defenders get marks/auras; strikers get extra damage; leaders can heal; controllers get ???) 4 - encounter attack powers are by power source, not by class (all arcane characters have access to the same encounter spells) 5 - combat utility powers are by combat role, not by class (all defenders have access to the same combat utility powers) 6 - at-will and daily powers (or their replacement abilities, if the class has a non-standard structure) are class-specific 7 - all feats grant a fixed ability, and have either no prerequisites or one feat with no prerequisites (no long feat chains) [/QUOTE]
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