|
1 year ago ::
Dec 14, 2011 - 3:10AM
#11
|
Date Joined:
Dec 23, 2010
|
Ranged training (like melee training). Power Strike to work with ranged attack.
|
|
|
|
1 year ago ::
Dec 14, 2011 - 3:41AM
#12
|
Date Joined:
Jun 21, 2006
|
Prevent characters from making more than one damage roll per round per target (outside of action points) - have all multiattacks, minor action attacks, immediate action attacks to deal fixed damage or to somehow roll damage without adding any modifiers. Integrating vulnerabilities into this (i.e. 1 vulnerability trigger/round) would also be nice. Once damage scales at the same, predictable rate for all characters, add whatever static bonuses are needed to adjust the (monster HP/ PC damage) ratio to the desired values for strikers and non-strikers.
|
|
|
|
1 year ago ::
Dec 14, 2011 - 4:52AM
#13
|
Date Joined:
Dec 17, 2008
|
Most definitely dealing with the feat tax/masterwork armor/math scaling issue, probably by adjusting magic gear to get up to +8 enhancement, with heavy armor gaining half the enhancement value onto base armor, and removing all masterwork armor and the scaling on all expertise and defense feats.
|
|
|
|
1 year ago ::
Dec 14, 2011 - 4:56AM
#14
|
Date Joined:
Oct 28, 2010
|
DTAS.
|
|
|
|
1 year ago ::
Dec 14, 2011 - 6:03AM
#15
|
Date Joined:
Aug 25, 2007
|
I'd prefer dailies to have a recharge effect, or to be endlessly-usable, but only one daily could be used per encounter, than to be removed.
i have seen a group that used an optional rule that during a short rest you can spend a action point to re gain use of a dailie power. i think somthing like that would be nicer for players then the randomness of recharge.
|
|
|
|
1 year ago ::
Dec 14, 2011 - 6:31AM
#16
|
|
|
probably take skill challenges out behind the woodshed and put them out of their misery
ps dailies rule
|
|
|
|
1 year ago ::
Dec 14, 2011 - 7:35AM
#17
|
|
|
Prevent characters from making more than one damage roll per round per target (outside of action points) - have all multiattacks, minor action attacks, immediate action attacks to deal fixed damage or to somehow roll damage without adding any modifiers. Integrating vulnerabilities into this (i.e. 1 vulnerability trigger/round) would also be nice.
+1. I have a somewhat clunky house rule to deal with this stuff, because there's no simple and effective way to fix it without rewriting a lot of powers. So I think this is a worthy endeavor of the designers.
|
|
|
|
1 year ago ::
Dec 14, 2011 - 8:05AM
#18
|
Date Joined:
Jun 30, 2008
|
I would change two things:
Give every single bonus a typed bonus. You could even add a new type or two, but no more endless stacking.
No expertise or improved defense feats and add in masterwork neck items and weapons.
And leave dailies in, although I might make more of them have encounter long impacts. They are some of the best parts of the game, particularly with classes like clerics, wardens, and barbarians who have encounter long effects with them. They really change the feel of one encounter to the next and encourage longer work days for PCs who can have 4 (possibly 5 or 6 depending on build) different attack ones to go through by epic.
my handbooks & builds
Show
|
|
|
|
1 year ago ::
Dec 14, 2011 - 8:07AM
#19
|
Date Joined:
Jul 17, 2010
|
In order to simplify action economy, I'd get rid of most out of turn actions. This is one of the issues with why combat rounds take so long- the issue of when something triggers and how to resolve the reaction/interrupt. I do like some out of turn actions though, but they'd be encounter powers. I like Daily powers to an extent. They're great for casters, but feel odd to me on melee type classes, EXCEPT when it's an encounter-long effect, like a stance or a a Barbarian's Rage.
A Daily should be one big, awesome spell or effect.
I'd also severely limit the number of feats available. There's just so many of them out there and so many which are just meh. Feats to just boost damage feel munchkin-y to me, yet I often take them as a player because the other choices don't fit the flavor.
However, I love Themes, and I really enjoy the Theme Utilities and Racial Utilities. I've considered houseruling in that my players can add a racial or theme utility for free at level 2, 6 and 10. 2 Utility powers at those levels, but can't take 2 skill utility powers or 2 class utility powers at the same level. Gives the players more versatility without being too gamebreaking.
I'd like to see a basic list of powers for classes to choose from, but have keywords affect the power's riders. There are several powers that are like Footwork Lure: Make an Weapon attack STR vs AC, does 1W+STR damge and push enemy one square. You shift into the square the enemy left. The same goes for some Leader powers: CHA vs AC, 1W +CHA dmg, a nearby Ally gains CHA mod temp HP- which is nearly the same as an Ardent at-will. Why do we need multiple versions of the same power? What if your theme or feats added on to the basic attack- Martial could choose to slow, or to push and shift, or with a theme and feat additive riders, to prone. Another power source could do the same, or open the mob up to some vulnerability, or de-buff the mob. This may be much tougher to balance across classes though, I haven't fleshed it out enough to be certain.
So, that's way more than one thing to change. If I could only choose one- Simplify Action economy by eliminating many out of turn actions.
|
|
|
|
1 year ago ::
Dec 14, 2011 - 9:18AM
#20
|
Date Joined:
Nov 12, 2002
|
I'd differentiate the classes/power sources a bit more by removing the consistency in structure.
Wizards and other arcane classes would get 1 at-will, many daily powers, and no encounter powers.
Fighters and other martial classes would get 4 or 5 at-wills (or very flexible at-wills), and few daily or encounter powers.
Divine PCs would have more encounter powers and less at-will and daily powers.
Psionic PCs would use old school power point systems, not fake power point systems that are basically the same as every other class.
You can still balance the game while making these changes.
I also support the idea of bringing back all of the classic spells that we knew from prior editions and giving them some of their old oomph.
D&D & Boardgames If I have everything I need to run great games for many years without repeating stuff, why do I need to buy anything right now?
|
|
|