Should Keep: Standardized To Hit and Defense Progression for all Classes. Ok lets face it, making spellcasters have to roll to hit is probably the best thing 4e contributed to the game. So lets keep that, and also that Defenses scale on the same curve as attacks, so things actually have a chance of missing you once and a while. No "Save or Die" Effects I like the idea of having to fail several rolls before you die, cuz let face it no one liked getting a 1 when smacked in the face with a Power Word Kill or Phantasmal Killer Non Spellcaster Fighting Manuevers (or Powers, if you will) Yeah, Fighters and Barbarians need something other to do than just hit things. Monster Design Based on what you want monster to Do, rather than make it fir into already existing rules. Another Strength of the game, was monster design, make monsters fun, and people will use them.
Should Not Keep: Arbitrary Roles and Power Sources. Not Every fighter needs to be a defender, not every wizard needs to be a controller, etc. Fighter can be strikers, Wizards can be leaders, let let players decide what they want thier characer to do. Also, Power Sources have got to go. This is one of the things that made 4e so repetitive, Trying to fill a role for every power source, no one cares that monks are psychic and avengers are divine, they both do about the same darn thing! Strangley Streamlined Skill System. Make Skills fun, if a certain skill doesn't fit under the definition for the name of the skill, don't try to pigeonhole it into the skill for the sake of brevity (I build houses using dungeoneering, really?) But on the other hand we have three skills for talking to people (Bluff, Diplomacy, and Intimidate). Cartoony Base Races Pretty much self explanitory, this is veering into personal taste here, but I don't need lots of Animal-human hybrid races, demonic races, Talking plants, Sentient Rocks, or Purple Angel races, these should be handles in campaign suppliments, make PHB races more generic what's wrong with Elves, Dwarves, Halflings, Humans, Gnomes, and Half-Orcs? Every Class Straightjacketed into same Power Progression Wizards can get a lot of stuff that scales slower. Fighters and Barbarians can get a few key abilities that you can customize. Clerics can get heals and Buffs. Sorcerors can perhaps recharge stuff they've already used. Psions can either meter thier abilities out over time or blow it all in one Huge strike, endless variations here people. Saving throws being 50/50 chances. Yeah, vary it up a bit, if i am playing Huge burly Barbarian, he should shrug off poison easier than my lil twitchy Rogue.
Should keep: Healing Surges (in some form) and reduced dependency on healing battery classes The cosmology, because it's a massive improvement over previous iterations Class concepts new to 4e like warlords and avengers. A streamlined class/subclass hierarchy (rather than just endless new classes with different but samey powers). Like Essentials, but implemented from the beginning and better organized. Power tiers, with unique mechanic (theme, paragon path, epic destiny) tied to each User-friendly DM'ing, ease of dungeon/encounter crafting.
Should do away with: Roles, at least as far as pigeonholing entire classes into them. Wonky math that forces player optimization to meet very baseline effectiveness Magic Items as Wall-o-stats shopping list. These should be unique and flavorful Overly standardized progression for all classes. Fighters and casters should feel different. Essentials did wonders for this in 4e. Band-aid fixes like masterwork armor and overpowered feats - Yeah, biggest mistake in 4e IMO.
Not sure: Power sources - it's an interesting thematic, but it can restrict design and seems mostly pointless. Skills - I really don't know the best way to handle them, honestly. I'll withold judgment for the time being. Feats - I like them, but they need to have better quality control this time around. Ability Scores - Refinements are needed, but I'm not sure of what would be best.
Keep out: Arbirary restrictions - Keep these away from the game, period. If I want to play a dwarf wizard, let me play a dwarf wizard. Alignment as mechanic, alignment as fluff is tolerable.
Would like to see: Better campaign setting support
Cosmology: Not especially thrilled with 4e cosmology, seems dumb to make every campaigh use same cosmology, the Gygaxian idea of the multiverse is dead, instead of having a single cosomology, DMG (assuming they keep PHB, DMG, MM format, i'm not sure they will) should have perhaps Campaign stubs, also good promotional tool for future suppliments
Masterwork Armor: Not opposed to idea in general, for flavor, but as fix for mathematical OOPS, is lame.
Magic Items: Magic should be special and unique, something coveted and prized, not necessary to have a chance at higher levels. (this could be the signatory improvement for 5e, as no all previous editions were reliant on magic items as playing field levelers)
Alignment: Don't care either way, but there's something that feels innately D&Dish about alignments to me, i don't enforce them anyways, i have a mantra "In game actions have in game consequences" you want to run aroound and cause people problems, people will do bad things in revenge, no need for cosmic smackdown. I've yet to find a player who can out CSI me for the perfect crime with no witnesses. Healing Surges: Hrmm, well healing surges were the one thing that keeps resource management in the game, and as a person who detests bookkeeping, they get a big thumbs down for me. Reducing dependance on healers is ok, perhaps allow an Herbalism feat to make homeopatic potions and poltices, seems a better choice than as a straight skill check.
Not magical healing powers (or at least, require them to use the Heal skill)
Magic Items enhancement bonus, magic items should be unique with unique abilities, but not required for success
Standard progression table for all classes
Required feats, such as feats giving bonus to attack rolls
Keep power sources but call them magic!
Remove martial power as a power source. Handle martial power as martial arts, and divide the abilities in martial practices or schools.
Remove the epic tour from the core books; bring it as a supplement in later books. Most of the campaign reach the epic tier years after starting, and is very difficult to start to learn a new system at epic level.
Well i firmly beleive something has to be done about healing, it's more realistic to have characters laid up for months when they get hurt but less fun. In my book, fun trumps realism, realism is doing your taxes, realism is unfun.
Power Sources: Power sources are dumb and meta, magic is in my definition "Things that can't be natural" so in my recogning, Psi is defiantely magic too, calling them martial arts is just as restricting, and has Kung Fu connotations, I prefer "Manuevers" it's flavorful but inclusive, this is what i think Feats were supposed to emulate originally.
Funny story: InQuest Magazine (I think it was InQuest) had an oversized Chaos Orb which I totally rooked someone into allowing into a (non-sanctioned) game. I had a proxy card that was a Mountain with "Chaos Orb" written on it. When I played it, my opponent cried foul:
Him: "WTF? a Proxy? no-one said anything about Proxies. Do you even own an actual Chaos Orb?" Me: "Yes, but I thought it would be better to use a Proxy." Him: "No way. If you're going to put a Chaos Orb in your deck you have to use your actual Chaos Orb." Me: "*Sigh*. Okay."
I pulled out this huge Chaos Orb and placed it on the table. He tried to cry foul again but everyone else said he insisted I use my actual Chaos Orb and that was my actual Chaos Orb. I used it, flipped it and wiped most of his board.
Unsurprisingly, that only worked once and only because everyone present thought it was hilarious.
My DM on Battleminds:
no, see i can kill defenders, but 8 consecutive crits on a battlemind, eh walk it off.
Hi guys! So, I'm a sort of returning player to Magic. I say sort of because as a child I had two main TCG's I liked. Yu-Gi-Oh, and Pokemon. Some of my friends branched off in to Magic, and I bought two pre-made decks just to kind of fit in. Like I said, Yu-Gi-Oh and Pokemon were what I really knew how to play. I have a extensive knowledge of deck building in those two TCG's. However, as far as Magic is concerned, I only ever used those two pre made decks. I know how the game is played, and I know general things, but now I want to get in the game for real. I want to begin playing it as a regular. My question is, are all cards ever released from the time of the inception of this game until present day fair game in a deck? Or are there special rules? Are some cards forbidden or restricted? Thanks guys, and I will gladly accept ANY help lol.
I have the same problem with women.
Is this my new ego sig? Yes it is, other BarryShow
See, this is why RPJesus should be in charge of the storyline. The novel line would never have been cancelled if he had been running the show. Specifically the Slobad and Geth's Head talkshow he just described.
It was wonderful. Us Johnnies had a field day. That Timmy with the Grizzly bears would actually have to think about swinging into your Mogg Fanatic , giving you time to set up your silly combo . Nowadays it's all DERPSWING! with thier blue jeans and their MP3 players and their EM EM OH AR PEE JEES and their "Dewmocracy" and their children's card games and their Jersey Shores and their Tattooed Tenaged Vampire Hunters from Beverly Hills
Seriously, that was amazing. I laughed my *ss off. Made my day, and I just woke up.
ArtVenn You're still one of my favorite people... just sayin'.
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...Am I the only one that thinks this is reaching the point of downright Kafkaesque insanity?
I condone the use of the word Kafkaesque. However, I'm presentely ambivalent. I mean, that can't be serious, right? We're April 1st, right? They didn't mod RPJesus for off-topic discussion when the WHOLE THREAD IS OFF-TOPIC, right?
HOW DID I NOT KNOW ABOUT THE BEAR PRODUCING WORDS OF WILDING?! WHAT IS WRONG WITH ME?!
That's what RPJesus tends to do. That's why I don't think he's a real person, but some Magic Card Archive Server sort of machine, that is programmed to react to other posters' comments with obscure cards that do in fact exist, but somehow missed by even the most experienced Magic players.
And then come up with strange combos with said cards. All of that is impossible for a normal human to do given the amount of time he does it and how often he does it.
He/It got me with Light of Sanction , which prompted me to go to RQ&A to try and find if it was even possible to do combat damage to a creature I control (in light that Mark of Asylum exists).
Blue players get all the overpowerered cards like JTMS. I think it's time that wizards gave something to people who remember what magic is really about: creatures.
Initially yes, Wizards was married to blue. However, about a decade ago they had a nasty divorce, and a few years after that they began courting the attention of Green. Then in Worldwake they had a nasty affair with their ex, but as of Innistrad , things seem to have gotten back on track, and Wizards has even proposed .
You are my favorite. Yes you. And moments like this make it so. Thank you RPJesus for just being you.
I think that keeping Healing Surges is a "good" thing. I've always felt that the party should be Heroes and have something that differentiates them from the rest of the world. Limiting the number that can be used is a minor issue.
Power Sources and Alignment are good story tools.
The concept of Bloodied is a real help for the party to tell how well they are doing against the bad guys.
Nothing. Just like there's nothing wrong with taking a generic flavorless nutrient supplement in place of eating, but some of us like our meals to have flavor.
Dragonborn, Shifter, Devas, Wilden, Changelings, Vrykolas, Warforged, Pixies,Minotaurs, and Shardminds aren't as much flavor as they are Junk Food, some people like them, but really add little to the game, and definately don't belong in a core book. People who like them will buy the suppliment.
Cartoony Base Races Pretty much self explanitory, this is veering into personal taste here, but I don't need lots of Animal-human hybrid races, demonic races, Talking plants, Sentient Rocks, or Purple Angel races, these should be handles in campaign suppliments, make PHB races more generic what's wrong with Elves, Dwarves, Halflings, Humans, Gnomes, and Half-Orcs?
I'd much rather have significantly different races, like plants, rocks, angles, devils, elementals, pixies. Then homogonious human, pointy ear human who like trees, short bearded humans who like dirt, child size humans, (gnomes are good), and ugly angry humans.
Also, loose attack rolls (or damage rolls). Rolling 2 sets of dice to see what happened is exsessive.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.