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Switch to Forum Live View 5th Edition users poll (keep track of what users want)
1 year ago  ::  Mar 07, 2012 - 6:24PM #411
Taegonkensai
Date Joined: Jan 10, 2011
Posts: 3
This is my take on what 5th E should be.  Feel free to tear it apart. Sealed


Classes and Sub-Classes


 


Each class can be taken as a stand alone class or a more specialized variety can be taken.  Some classes are so specialized that they don’t have any sub classes.  Any race can be any class.


 


 


Melee


 


Fighter


                Slayer


                Duelist


                Barbarian


 


Rogue


                Thief


                Swashbuckler


                Spy


 


Ranger


                Scout


                Hunter


                Warden


 


Assassin


                Ninja


                Marksman


 


Samurai


                Kensai


                Ronin


 


Gladiator


               


 


 


Divine


 


Priest


                Templar


                Hospitaler


                Seer


 


Paladin


                Cavalier


                Blackguard


                Warlord


 


Shaman


                Witch Doctor


                Rune Priest


 


Warlock


                Witch


                Binder


                Evoker


 


Druid


                Sentinel


                Protector


 


 


Arcane


 


Wizard


                Invoker


                Summoner


                Illusionist


 


Elementalist


                Fire Mage


                Air Mage


                Earth Mage


                Earth Mage


 


Sorcerer


                Cosmic


                Dragon


                Chaos


 


Artificer


                Battlesmith


                Tinkerer


                War Forge


 


Bard


                Skald


                Blade


                Troubadour


 


Necromancer


                Surgeon


               


 


Psi


 


Battle Mind


 


Psi-Blade


 


Psion


 


Ardent


 


 


Crossover Classes


 


Swordmage (Melee and Arcane)


                Bladesinger


                Hexblade


 


Avenger (Melee and Divine)


                Street Avenger


                Ghost Walker


 


Monk  (Melee and Psi)


                Street Avenger


                Pugilist


 


 


 


Races


 


The races that can be selected should be something more akin to that of 2nd E with rules allowing the conversion of monsters as with permission of the DM.  Several of the races allowed in 4th E probably shouldn’t be allowed as playable races.  This being said I am not a fan of the human centric perspective of the game.  I have always disliked the restrictions that some races received over humans because of the simple argument of “Why would anyone want to play a human if there are no advantages to playing one”.  That answer is really quite simple, because of the role playing aspect of playing one.  Several books in the fantasy and sci-fi genres can be quoted in having races that are just plain and simply better than humans.  These races are still main characters and very interesting to play.  This was one aspect that I liked about 3rd and 4th editions. 


 


That being said humans still received several boons that should not be gained.  I am not sure how it is assumed that humans will always know more or learn faster than other species but this is just ludicrous.  Unless the game is going to reflect it by saying no race is as intelligent as what humans are, then those boons should be removed from the game.  The one benefit that humans have is the ability to adapt to nearly any hardship that they encounter and eventually overcome it. 


 


This can be sheer stubbornness on their part, if so why do Dwarves not get the same bonuses as humans.  If it is because of their ability to reproduce faster than other races, why don’t Orcs get the same bonuses since they reproduce even faster than Humans?  If it is because they are most attuned to magic and that it helps them out is some way.  Then why don’t the Elves get the same bonuses since it can be quoted in many sources throughout fantasy literature that Humans learned the art of magic from the Elves who had even more powerful magic than even the Humans.  Btw where is all that powerful magic now?


 


This can go on and on with comparisons to nearly every species out there however the short version is that if a species is better than a human in an area great and if they’re not so good as a human in other areas great.  However it must be said that there are just some species out there that are clearly better than humans at every corner and should indeed be represented that way.  Others have obvious drawbacks yet those drawbacks don’t seem to have any limitation as to how limiting that they can be in relation to a Human’s greatness.  Just be fair to all the non-humans out there.


 


 


Feats


 


Drop the number of feats to 1 per 5 levels and only use them for enhancement of classes or races not to define them completely.


 


Weapon Proficiencies


 


Bring them back, maybe something like this.


 


                Melee                     1/ 2 lvls start with 3


                Divine                    1/ 3 lvls start with 2


                Arcane                   1/ 4 lvls start with 1


                Psi                           1/ 3 lvls start with 2


 


Also the idea of weapon groups that has survived in one form or another since 2nd E is a good thing.  However I think that you should have to devote proficiencies to it in order to lean them as with 2nd E.


 


Non Weapon Proficiencies


 


Bring them back, maybe something like this.


 


Class + Int modifier is the number of skill points that you have start with.  Skills cost more depending on how difficult to learn.


 


Or alternatively all skills cost 1 and you get to select 1 skill per skill point that you have as follows:


 


                Melee                     3+ Int Mod + 1 per 4 lvls


                Divine                    3+ Int Mod + 1 per 3 lvls


                Arcane                   5+ Int Mod + 1 per 2 lvls


                Psi                           4+ Int Mod + 1 per 3 lvls


 


The skill system should be expanded beyond just a handful of skills.  After all it ludicrous to think that just because you have training in one aspect of a skill that you have all aspects of that skill just because you have training in it.  That is how the current system is set up.  I believe that a “secondary skill” system should also be brought back.  Whether this is based on the background options as in 4th E or something more akin to 2nd E that is something that needs to be sorted out.  It could be even set up that it is based upon the class and/or race of the character but this has the shortfall that not every character is identical to every other character with that combination.


 


Another option might be to introduce class skills, racial skills and then other skills.  This would allow the players to customize their characters to fit their personal preference on an individual basis.  This initially would seem like a good place to start IMHO.


 


 


To Hit


 


Bring back something allows a difference in the ability to hit similar to the THAC0 charts or the To Hit charts in 3rd E.  Have it based upon the class similar to that in 3rd E as that seemed to work out fairly well from what I seen.  The original system IMHO was the most realistic but when the absolutes on the ACs, Stats and nearly everything else was removed the need for a new system was in order.  Once again something needs to be tweaked.


 


 


Armor Class and Resistances


 


This system should be similar to the 3rd and 4th E but with a much more subdued outlook.  Something similar to the various ACs that is present in the 1st and 2nd E versions.  If you truly look at both systems they look different only because they are presented differently.  They are actually very similar overall but with some clarity thrown in to make it easier for newer players. 


 


They whole thing about gaining AC when you level up however I do not like in the least.  I understand it from one aspect but I don’t feel that every class melee and non melee alike should go up at the same rate.  It’s ludicrous to believe that someone who spends all their time in a library and has never seen an actual fight much less been in one, can dodge just as effectively as someone who has been training their whole life in the combat arena.


 


The one thing that I loved about 3rd E and I thought it should have been there all along are the rules concerning resistances.  The way it used to be handled in 1st and 2nd E was ok but it really didn’t feel right.  I do believe that the Magic Resistance should be brought back from the 1st and 2nd E however.  This might make the system a little bulkier but it does add a little more to the game that I like.  However it should be something rare that the players come across.  The same applies to creatures.  If you give something to everyone it is meaningless.


 


Increased Damage and Hit Points


 


Other than spells doing more damage and back stabs doing more damage with levels increases all damage will be the same at 1st lvl as it will be at 5000th lvl.  All weapon damages will always be the same.


 


The only reason a character needs to have insanely more hp than as with previous editions is because the damage potential is out of control.  Once you get that under control you can lower the amount of hit points that a character has and still allow them a reasonable chance at living.  Just out of curiosity what was wrong with actually rolling for initial hp and new hps when you level?  It allowed some randomness to the characters rather than if you have the same cons you know exactly how much hp you will have throughout your career or to the max level allowed.


 


Specializations


 


Bring them back.


 


Do not restrict it to just “single class fighters”  rather set it up as a feat that gives all the bonuses as it did in 1st E and 2nd E.  Allow for the enhanced specializations at higher lvls as with the combat and tactics type.  This allows the basic melee types to really shine rather than being “just a fighter”


 


Spells, Powers and Abilities


 


This was, IMHO, the short fall with 4E.  The only characters that should have this stuff are spell casters, Arcane or Divine, or Psi types.  The ability to have this advantage as a race should be on the weak side and not over powering.  This is not MtG where every edition HAS TO BE more powerful than everything before it.  If it’s not broke, don’t fix it.  As I am not overly familiar with 3E and I am going to have to put this into 2E terms.  Other than maybe the Drow there wasn’t a race out there (off the top of my head) that was an optional playable character, which was too overpowered. 


 


This being said I do believe that if a species is a naturally occurring psionic race I do not believe that they should be required to take the psionic classes in order to be a playable race.  This decision as to allow the race should fall directly in the hands of the DM.  Will this make said races powerful in relation to the rest of the players, of course, but that is where a DM has to run a tight ship sort to speak.  The exception I can think of is the Dark Sun setting.  That exception, I think that all of the characters should have the option to have at least minor psionic powers regardless of species.  This is solely based upon the fact that Dark Sun has always been more psionically attuned that any other setting.  The next possibility might be the Spelljammer setting if that is ever re-released.


 


Other than these few exceptions characters will use weapons and thus be limited to a low base damage.  This should be offset with the ability to have multiple attacks.  Whether this is coming from higher levels or specialization that is yet to be determined.  I would recommend something based on the 2nd E set-up in this case since that edition had the best specialization rules, IMHO.  I consider the Player’s Option series to be part of 2nd E.


 


As far as the various effects and damage types, the whole thing should be downplayed since that really shouldn’t come into play that often.  It’s damage and damage is damage.  Does it really matter if you were killed by the cold, fire, lightning, acid, poison or a million other damage types?  Very little actually.  The only time that it should really come into play is how easy it is to bring you back from the dead and if any other spells need to be can to repair damage or neutralize a poison or acid. 


 


Get rid of the whole card portion of the game, UNLESS, you want to put out a setting the is indeed a MtG based setting.  This however should be avoided only because it has been my experience that converting any non-role playing game into a role playing game seems to have many failures.  That being said those failures can indeed be fixed with lots of work from the players and the DMs in order to produce a workable version.  However it will never be the same because is what should be converted is the idea or concept of the base game/ movie/ book.  If that can be stressed and not a “direct conversion” things will have a much easier transition.


 


 


Multiclassing


 


This should very well be allowed and in the same manner as 1st and 2nd editions.  The player should be allowed to have a full multiclass at first level.  Every race should be allowed to multiclass into any class combination.  Although I see the benefits to being able to add a class later on I am not sure how this should be approached.  I liked certain aspects of the 3rd E method of dealing with this however I disliked the multiclassing method as a whole.  Converting characters from 2nd E that were high level were severally depowered even after they had the experience restrictions of the 2nd E which were IMHO fair if you choose to multiclass.


 


If some hybrid of the 2nd and 3rd E duel classing could be settled upon that would be best as I feel those were the two best systems that have been used.  4th well, let’s just say I am not a fan of in any manner and the hybrid system while interesting, should be it’s own separate thing and not the short and weak version of multiclassing.  Some more akin to the Swordmage or the Avenger in their respective roles however this would require the DMG to have rules on creating new classes as with 2nd E.


 


 


New Classes


 


I loved that in 2nd E that the DMG had rules for creating new classes.  Although they required a ton more experience to be on par with the original classes it was still and very cool option that was allowed to DMs and players.  I strongly feel that this should indeed be brought back to the game especially since new classes and races are being added with every box set.


 


 


Magic and Mundane Items


 


 


The group that I play with is disturbed over the lack of a magic item creation system.  The magic items that do indeed exist do not seem to have any rhyme or reason behind what level that they are required to have.  Some seem really powerful and are low level and others are seemingly not overly powerful and are high level.  Please fix this with a standardized method of creating magic items similar to either 2nd or 3rd E versions. 


 


As far as seemingly mundane items, there is some difficulty in determining what is actually a mundane item and a magic item since neither seems to have any rhyme or reason at to how that they’re made.


 


I suggest as simple fix, get rid of the whole level requirements that are on most items.  This is simply a need for additional creativity on the part of the players and DMs vs. an attempt to keep everyone from getting anything that might be too powerful too early.  This can be fixed by creating charts similar to previous editions in which to roll on in order to reward a group of players.  This too was an imperfect system however; at least, it was fair due to random items being generated.


 


If the class powers are no longer the main aspect of the characters or the game then the game can start to focus on character development and not powers development.  The point here is that even though the character should eventually get magic items that they should never be able to go to next door to the pawn shop and buy any magic item that they have the money for that their level allows them to have.  Magic items should be rarer than they are rather than having a MtG listing on how much that they are gonna be worth during trades.  All magic items should be rare or unique depending on what it is.  It should never be a bazaar of the latest and greatest… and all your previous stuff is now obsolete because we want you to buy a new supplement.  I am strongly against the raping that takes place when you sell or break you items down into their base components.  This is a radically unfair to the characters who spend their lives adventuring and trying to upgrade all their stuff to try and keep themselves and the party alive.  I am not trying to say that it should be a 1 to 1 conversion but something a lot more fair than the current system needs to be in place.


 


Masterwork items really to go back to the 2nd editions rules concerning them. I am not sure how they worked out in the 3rd E so I cannot speculate on that edition.  Either way as they currently stand they are confusing and I have been playing this game for over twenty years now and so has my DM and neither of us can seem to fully figure it out.  It might be that it’s too simple and that we are reading more into it than we need to but hey being human we are indeed fallible.


 


 


Saving Throws


 


Although I personally didn’t have a problem following the charts in 1st and 2nd E books the newer system for saves does make it easier for new players to learn how to make saves.  However it shouldn’t be a 50/50 chance of making the save.  Granted it has always been either you do or don’t but it used to be once you were higher level it was much more difficult to miss your save than at first level.  Granted you wanted to make your save because if you didn’t you were probably dead. 


 


I suggest a system similar to what I suggested for the To Hit system earlier.  The character gets a +1 to make their saves per level.  Their overall number that they have to beat is 20.  In effect the target number does get lower as you advance in level however you are still trying to beat the goal of a 20 with your bonuses.


 


Death saves, really????  I am not a fan of them.  Let’s face it unless you roll absolutely horrible multiple times in a row, I have seen it and done it, you character will never die, ever.  You used to get one maybe two saves vs. something that was devastating that you actually died from.  However you never got one to stop dying after you already were and you don’t get one in the real world either unless someone is helping you.


 


If you’re unconscious and dying the odds of surviving are fairly slim.  That is unless someone else saves you with medical treatment.  This is how it should be.  After all what is the danger of doing all of these perilous activities if there really isn’t a chance of dying.  It has become low risk high pay off. 


 


It used to be high risk and maybe you might not die and make a few bucks in the process, if you lived by your wits and didn’t do anything stupid.  Sadly the characters have pretty much no reason to not become ruthless killers and thieves and do whatever the hell they want.  As it sits we have been killing other sentient creatures for years and enjoying it.


 


The saving throws should be based upon your level and have something other than a 50/50 chance of making it.  I am ok with only having one saving throw for all saves with bonuses based on the type of save that you’re making.  However making it more difficult to make saves at lower level and easier at higher levels.  That being said you shouldn’t making saves too often at lower levels because the attacks shouldn’t be that devastating.


 


Healing Surges and Surge Value


 


At first this was an interesting concept however as time went on the idea became more and more… well less attractive.  I don’t understand the line of thinking that a person can only be healed X number of times a day before no amount of healing can help them.  I am pretty sure if the Gods so choose to, they could heal anyone/thing as much as they cared to.  I also don’t agree with all healings giving back the same number of hit points every time that they are used no matter what outside forces might be trying to interfere with that healing.


 


 


Ongoing Damage and Spell Effects


 


Ongoing damage should be based upon your level and not how well a save throw system works.  I won’t beat that bush any more than I have already.  The basis of ongoing damage should be fairly straight forward and more predictable.  By basing it on your level it has several benefits.  First, it allows you to know exactly how long your spell affects are going to last, rather than having a chaos factor with every spell.  Second it allows easier tracking capabilities for players and DMs alike.  Third it gets rid of having to sustain the power and allows a “fire and forget” type of mentality with most spells.


 


On the down side it does require a little more up front calculations to make.  This is usually fairly simple and can be prepared ahead of time.  When you level up for instance or gain a boon from an environmental effect or from another player’s abilities.  All of these things can be, for the most part preset or figured in advance as long as communication is present in the group.



Now that all that has been said.  I am aware that some of these things are unpopular with the masses but for those who are not willing to take the time to offer up some alternative or even a starting place I am not overly concerned with your thoughts.  I am willing to discuss things with people who are willing to do the work on an attempt to make a better proposal.

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1 year ago  ::  Mar 08, 2012 - 3:02PM #412
lordfeint
Date Joined: Sep 3, 2005
Posts: 100
LEVEL (as in, range of levels in the game)
1-20
1-30 >YES
POWERS (4e power mechanic)
GOOD >Most Definitely
BAD
VANCIAN SYSTEM (3.x caster mechanic) (also 0e-1e-2e)
GOOD
BAD >In its classic spell slots per day theme.
CLASS ROLES (defender, controller, striker, leader)
GOOD >But ONLY if not used in a strict MMO sense when it comes to Marking/Taunting.
BAD 
MAGIC ITEMS HAS TO BE MECHANICALLY (you want magic items to be almost necessary? a big part of the game?)
IMPORTANT
NOT IMPORTANT >This
ABILITIES SCORES (str, con, dex, int, wis, cha)
GOOD >Naturally.
BAD
A LOT OF CLASSES (a dozen or more maybe)
GOOD >Always good.
BAD
A LOT OF RACES (a dozen or more maybe)
GOOD >Nice but you can leave stuff like shardminds and goliaths for expansions.
BAD
ABILITY SCORES ADJUSTMENT FOR RACES (you want a particolar race to be better with some classes and bad with others?)
YES >Especially in the flavor of 4E with options like Elves getting +2 Dex and +2 to either Int or Cha.
NO
FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES
GOOD
BAD >We could lose feats entirely.
HIT POINTS
GOOD >Yes
BAD
HEALING SURGES (part of 4e heal system)
GOOD >They work.
BAD
DEFENSES
AS AC >Simpler.
AS DAMAGE RESISTANCE
SKILL CHALLENGES (part of 4e system)
GOOD >Fun stuff.
BAD
SKILLS HAVE TO BE
IMPORTANT >More like VERY IMPORTANT. And give us back fluff skills like Blacksmithing too.
NOT IMPORTANT
NORMAL CHANCE TO HIT (against an avarage monster of your level)
50% >This wholly depends on whether monster/PCs are ridiculous strong like 4E or take 2-3 hits to kill like 1-3E. If like 1-3 I take this.
MORE LIKE 75% >If like 4E I take this.
ALIGNMENT IS (mechanical means there are powers/spells that work on what you write on your sheet, fluff means pure role play)
MECHANICAL
FLUFF >And ONLY Fluff.
SAVE OR DIE (finger of death)
GOOD >Awesome.  Sorry, I like Type E Poison, Power Word Kill and Medusas that can actually, you know, Petrify you.
BAD
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1 year ago  ::  Mar 09, 2012 - 1:24PM #413
arderkrag
Date Joined: Jul 18, 2007
Posts: 3,875

LEVEL (as in, range of levels in the game)
No cap, TYVM.

POWERS (4e power mechanic)
BAD

VANCIAN SYSTEM (3.x caster mechanic) (also 0e-1e-2e)
GOOD

CLASS ROLES (defender, controller, striker, leader)
BAD 

MAGIC ITEMS HAS TO BE MECHANICALLY (you want magic items to be almost necessary? a big part of the game?)
NOT IMPORTANT

ABILITIES SCORES (str, con, dex, int, wis, cha)
GOOD

A LOT OF CLASSES (a dozen or more maybe)
GOOD 

A LOT OF RACES (a dozen or more maybe)
GOOD

ABILITY SCORES ADJUSTMENT FOR RACES (you want a particolar race to be better with some classes and bad with others?)
YES

FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES
GOOD

HIT POINTS
GOOD

HEALING SURGES (part of 4e heal system)
GOOD, but people get too many.

DEFENSES
AS AC

SKILL CHALLENGES (part of 4e system)
GOOD, but they need to be specific to a single skill, not "try to make other player's skills relevant" style affairs.

SKILLS HAVE TO BE
IMPORTANT 

NORMAL CHANCE TO HIT (against an avarage monster of your level)
50% 

ALIGNMENT IS (mechanical means there are powers/spells that work on what you write on your sheet, fluff means pure role play)
MECHANICAL

SAVE OR DIE (finger of death)
GOOD 

The Faerytale will be told. The only question is - will you play a part?
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1 year ago  ::  Mar 11, 2012 - 10:49AM #414
Falheim
Date Joined: Jan 22, 2012
Posts: 47
I already voted but i really would like to change my mind if possible. You can erase my name from the first post and re-enter my new opinions please :

LEVEL
1-20 : Good

POWERS : Bad, i prefer feats system.

VANCIAN SYSTEM : Good

CLASS ROLES : Bad

MAGIC ITEMS HAS TO BE MECHANICALLY : Not important

ABILITIES SCORES : Good. Skill system is not usefull. Why not just a bonus added by the race/class in some specialities instead of using a skill list.

A LOT OF CLASSES : Bad

A LOT OF RACES : Bad

ABILITY SCORES FOR RACES : Good

FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSE : Bad

HIT POINTS
GOOD

DEFENSES
The AC is a good system, but i'll prefered that the armor give only a damage reduce, and not a bonus to AC.
By the way, i thinkg AC should use a Parry and Dodge system, one based on the Dexterity or Strength (for parry) and the other on, why not, a new attribute like Agility (for dodge).
Reflex, fortitude and Will throw are useless. Why not directly a check on attributes like Dexterity, Constitution and Wisdom ?
Finally, AC should be rename in Defense for a better understanding.

SKILL CHALLENGES (part of 4e system)
GOOD, but we don't need a skill list, only attribute checks with, why not, some bonuses according to our race/class. For example, the warrior class could get a bonus on everything about horses. So you can make a Intelligence Check with the bonus to see which one of the horses in front of you could be the faster, or you can use your bonus with Dexterity to ride him throught the forest, etc.

SKILLS HAVE TO BE
IMPORTANT, But only bonuses given by the race and the class that helps for attribute checks. I don't think we need a skill list.

NORMAL CHANCE TO HIT (against an avarage monster of your level)
50%

ALIGNMENT IS (mechanical means there are powers/spells that work on what you write on your sheet, fluff means pure role play)
GOOD

SAVE OR DIE (finger of death)
GOOD, but i think we don't need Reflex, Fortitude or Will save. Why not using directly attributes with some bonuses according to our race/class ? For example, Fortitude>Constitution, Reflex>Dexterity, Will>Wisdom.

MY OPINION : I also would like to say that there is a little problem with attributes on D&D. For example the Dexterity is the same thing than the Agility, and that is a big problem, because Dexterity concerns only manual dexterity (we don't need dexterity to move silently!). It is the same thing for Wisdom, which should be rename as Perception, because a wisdom guy don't spot better than an other. I know theese name are here from the very begining of D&D, but it's maybe the time to change them. I think the game need 8 attributes :

Strength        - For attack, thoughness, etc.
Dexterity       - For ranged attack, pickpocket, lockpick, etc.
Agility           - For move, discretion, dodging, etc.
Constitution   - For health and endurance.
Intelligence    - Same than in D&D.
Perception      - Instead of Wisdom.
Will                - Resist fear, mental attack, and why not, the main attribute for Divine spell.
Charisma       - Same than in D&D, with why not, special effects for Bards.

The save throw should be direct attribute checks : Agility (for Reflex), Constitution (for Fortitude), and Will (for Will :p)
The Armor Class should use a system of Parry and Dodge (for example, Dexterity for Parry and Agility for Dodge). And the armor bonus must be used in damage reduce, not in AC.

In this way, D&D could be the best game ever i guess.
Thank you for reading me
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1 year ago  ::  Mar 16, 2012 - 2:31PM #415
5Efan
Date Joined: Jan 18, 2012
Posts: 386
Created a chart here: community.wizards.com/dndnext/go/thread/...
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1 year ago  ::  Mar 17, 2012 - 10:39AM #416
devilMonkey
Date Joined: Dec 19, 2010
Posts: 60
I assume that for all of these there's an unspoken challenge: "Is the way we did things in 4E better than the way we did things in 3.5E?"  Some of these items appear ambiguous to me.  I'm not sure what I'm being asked.  You might get a butterfly ballot problem in your data.

LEVEL
1-30- I love epic tier.  No, you don't really need to support it.  What I need is a simple, inituitive system by which I can take low-level spells, monsters, items, and increase their power to higher level  (I know, the devil is in the details; ICDII Heart of Fury mode!).  I need a few examples.  And I can do the rest myself.

POWERS
GOOD- I think it revolutionized D&D.  The system of at-will, encounter, daily, utiliy powers.

VANCIAN SYSTEM
I have no idea what the VANCIAN system is.   

CLASS ROLES
BAD- in 4E you could hardly tell different classes apart, their abilties were so alike.  The roles should be more well-defined, and I think that means more binding.

MAGIC ITEMS HAS TO BE MECHANICALLY
IMPORTANT- magic items are part of the hero, but they should be made low visibility.  Their abilities shouldn't take an action to invoke.  Properties like higher critical.  Skill bonuses.  Except every character (above 6th level or so) should have one large, complex item.  A 6th level version of Stormbringer.  Shake-and-bake characters should have four magic items, not 3.

ABILITIES SCORES
BAD- I want a system that encourages me to have a balanced PC.  Not a 2 attribute freak show.  A hero should have one great strength, one tragic flaw, and be excellent in every other way.

A LOT OF CLASSES
BAD- I want about 20 classes.  monk, warlord, assassin, psion, stop at psychic warrior, absolutely no seekers or hospitalers.  Lots of paragon and epic tier paths.

A LOT OF RACES
GOOD - I want a walkthrough about how to make every monster race a PC.  Orcs, gnolls, minotaurs, these shouldn't be coming out in PHs!  Invent a small format entry in MM about how make a kobold a PC.  Include attribute bonuses, features like darkvision, an encounter power, and one feat that is available to that race at each tier.  You can put more in the splat books.

ABILITY SCORES FOR RACES
YES

FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES
GOOD- I want to see feats unified into feat paths, like Weapon Expertise and Improved Defenses.  The bonuses for old feats should increase over time, so I don't have to retrain them with new feats.

HIT POINTS
GOOD

HEALING SURGES
BAD

DEFENSES                             BOTH!
AS AC
AS DAMAGE RESISTANCE

SKILL CHALLENGES
GOOD

SKILLS HAVE TO BE
IMPORTANT for a rogue, occassionally useful for everyone else

NORMAL CHANCE TO HIT
50% AS NOW

ALIGNMENT IS
MECHANICAL a question of allies and enemies

SAVE OR DIE
BAD
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1 year ago  ::  Mar 19, 2012 - 4:16PM #417
Samrin
  • Dragon Slayer
Date Joined: Jan 29, 2005
Posts: 6,882
LEVEL
1-30 - Actually, I'd prefer more levels with faster progression. 50+ levels where you get less stuff per level, but you level up quick. So, there's the possibility of getting new stuff to play with after every session.

POWERS
GOOD - Only keep expanding on it like you did in the PHB3 and some of the later supplements after Essentials. I thought the Full Discipline idea was wonderful, and then it went away.

VANCIAN SYSTEM
BAD - I know it will be there, but trying to balance encounters around daily abilities is hard when a class is built completely around them. Please be gentle with it.

CLASS ROLES
GOOD - Though, I think they should look more like the monster roles in 4e. Less of a job, and more of a description. They weren't straightjackets, but I could see how they were presented that way. So, a Rogue would be a skirmisher instead of striker. Warlock would be a lurker. Ranger could be a skirmisher or artillery, etc.

MAGIC ITEMS HAS TO BE MECHANICALLY
IMPORTANT - As effects only. They shouldn't be part of the games' assumed math. So, basically, no +1-6 magic items. Lots more flaming and frost swords (items with cool effects).

ABILITIES SCORES
GOOD - This one is touchy. Either make it a +1 per point of progression to make odd numbers matter, or it should go back to AD&D style where the spread isn't that wide. Ability scores are going to be there regardless. I'd like to see them balanced out.

A LOT OF CLASSES
GOOD - As long as overlap is minimized. No redundant classes like the seeker/ranger or the assassin/rogue (as presented in 4e).

A LOT OF RACES
GOOD - I'd like to have a race generation module with a point buy type of mechanic and a whole list of racial features and powers/whatever to design your own race

ABILITY SCORES FOR RACES
NO

FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES
BAD - no more feat taxes

HIT POINTS
GOOD

HEALING SURGES
GOOD - but give them more uses. Rituals that burn surges instead of money, or maybe use them for action points or something.

DEFENSES                             
AC AND NADS

SKILL CHALLENGES
GOOD - but fleshed out a bit more. Lots of people have good suggestions on how they have run their own. 

SKILLS HAVE TO BE
IMPORTANT - I like skills, and I would like to see them available to everything. The Fighter should have some worthy skills by default. The Rogue should still be the most focused in this regard, but no class should be particularly bad at it.

NORMAL CHANCE TO HIT
75% AS NOW

ALIGNMENT IS
Fluff core with optional mechanics.

SAVE OR DIE
BAD


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1 year ago  ::  Mar 20, 2012 - 8:56AM #418
blotzer
Date Joined: Aug 26, 2010
Posts: 2
To sum up my feelings on 4E in one sentence:  More choices (race, class, powers, feats, paragon, epic, item abilities...) is not always a good thing.  

LEVEL
:

1-20: 
Good.  The important thing is reaching level 20 (or level 30) feels like an accomplishment and that the player is rewarded for doing so with powerful abilities.  There are hundreds of powers, feats, abilities, etc... and it's hard to keep up with all of that.  Sticking to 1-20 cuts out 10 levels. That being said, I loved 3rd edition with oppotional support for 'Epic levels' (21-30).  It provided real support for those who want to push past level 20.  I feel making 1-30 the standard will eventually have players begging for level 31-40 support.  

POWERS

BAD: Remember in previous edition when the combat was always slowed when the spellcasters had to spend time looking for and reading their spells?  Let's do that to ALL the classes!  Keeping track of end my next turn/end of his next turn/end of encouter effects is rediculous.  I would like to get rid of powers as they are currently, make them a paragon level feature, and give them a semi-permanent/permanent duration.  Examples: 

Fighter - Permanent:  anytime you reduce an enemy to 0 hitpoints make an immediate opportunity attack against any adjacent enemy.
      Semi-permanent: until the end of the encounter, anytime you hit a target with a weapon attack you may push the target X squares  
Wizard - Permanent:  anytime you deal damage to an enemy with an arcane attack you may reduce that damage by half and deal that half to another creature. 
      Semi-permanent:  until the end of encounter, anytime you hit a target with an arcane attack you may may slow/weaken/insert x condition that enemy (save ends)...

VANCIAN SYSTEM

[EDIT: Wasn't familiar with this term]
BAD: The at-will/encounter/daily power system is PERFECT for spells in my opinion.  Select at-will/encounter/daily spells after each extended rest.  Could have a feat or ability that allows swapping one at-will or unused encounter/daily after a short rest.

CLASS ROLES
GOOD: Good as an overall idea of what the class is designed for.  Some flexibility should be allowed to give each class more than one available role. 

MAGIC ITEMS HAS TO BE MECHANICALLY
NOT IMPORTANT: Don't make me have to beg my DM for xxx item because it's the only way my build works.

ABILITIES SCORES
GOOD:  Primary, secondary (sometimes tertiary) scores for each class/build are great.  However all scores should have at least effect on every class/build.  Give me a real reason to at least think about making a wizard with a high strength.

A LOT OF CLASSES
GOOD: No more than 12 max but variety within the class is key though.

A LOT OF RACES
GOOD: Again, limit to 8-12 max.  Subclasses with slightly different features are key though.  DM and players are constantly making up new races or converting monster races to PCs.  Include guidlines for creating new races to provide some type of balance

ABILITY SCORES FOR RACES

YES: Part of the reason that makes races appealing.  Fairly balanced with humans currently although in addition to the +2 to one score and free feat I would like to see a couple human-only class specific bonus for each class and humans to pick one for free at creation.  You don't see many 'optimized' human characters I think this could aid in that.  Example: human fighter: +1 to hit with melee weapons; human cleric +2 to all healing rolls  

FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES

BAD:  This is a major contributer to 'feat taxes'.  One or two per class is fine (think weapon specilization/focus) but it's way overboard in 4E.

HIT POINTS
GOOD:
Offer an optional 'wound' system and let the DM/group decide but don't toss tried and true hit points out the window.

HEALING SURGES
BAD: 
A healer's spells should be the primary source of healing.  Keep a Second Wind like ability for everyone to allow clerics to do more than spam heals in a combat.

DEFENSES:  There's a place for both AC and NADs and Damage Reduction.  Like everything else, balance is key.

SKILL CHALLENGES
GOOD:
Alternatives to combat, and non-combat challenges are a great thing. 

SKILLS HAVE TO BE
IMPORTANT
: There's currently a few important skills (perception, acrobatics/athletics, religion/arcana, endurance?) and the rest are kind of just there.  Some skills are very combat relevant some aren't but give them all at least a minimal purpose for each.  Maybe your high Streetwise skill gave you a clue about one of this BBEG's weaknesses. 

NORMAL CHANCE TO HIT
50%
: Gaining levels, equipment, feats, abilities scores, combat advantage, etc... can all enhance this in some way.

ALIGNMENT IS
FLUFF: With certain mechanics involved depending on class, race, etc...  It should be an overview of a PCs morality and only mildly restrictive (monks must be lawful something, rangers must be something neutral).

SAVE OR DIE
GOOD:
When you're at the highest levels, fighting a God -or- when you're paragon and fighting creatures half your level of lower, for the creatures (think of fighting a mob of minions - you have to hit first but if you do they're dead)
BAD:
As a permanent feature but should be part of a 'Hardcore' option if that's how the group roles.













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1 year ago  ::  Mar 21, 2012 - 10:22AM #419
KenKrajen
Date Joined: Nov 25, 2004
Posts: 7
LEVEL (as in, range of levels in the game)
1-30
POWERS (4e power mechanic)
GOOD
VANCIAN SYSTEM (3.x caster mechanic) (also 0e-1e-2e)
BAD
CLASS ROLES (defender, controller, striker, leader)
GOOD
MAGIC ITEMS HAS TO BE MECHANICALLY (you want magic items to be almost necessary? a big part of the game?)
NOT IMPORTANT
ABILITIES SCORES (str, con, dex, int, wis, cha)
GOOD
A LOT OF CLASSES (a dozen or more maybe)
GOOD
A LOT OF RACES (a dozen or more maybe)
GOOD
ABILITY SCORES ADJUSTMENT FOR RACES (you want a particolar race to be better with some classes and bad with others?)
YES
FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES
For the most part no, but the occasional bonus isn't bad.
HIT POINTS
GOOD
HEALING SURGES (part of 4e heal system)
GOOD
DEFENSES
Both, AS AC, AS DAMAGE RESISTANCE
SKILL CHALLENGES (part of 4e system)
GOOD
SKILLS HAVE TO BE
IMPORTANT
NORMAL CHANCE TO HIT (against an avarage monster of your level)
I like two thirds, so 66%
ALIGNMENT IS (mechanical means there are powers/spells that work on what you write on your sheet, fluff means pure role play)
MECHANICAL
SAVE OR DIE (finger of death)
BAD
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1 year ago  ::  Mar 22, 2012 - 12:02AM #420
5Efan
Date Joined: Jan 18, 2012
Posts: 386
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