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Switch to Forum Live View Interesting Mechanics You Would Like to See (Again)
12 months ago  ::  Jun 22, 2012 - 8:06AM #1
Lawolf
Date Joined: May 4, 2008
Posts: 4,204
The last few months of 3e brought about some of the most innovative material of the whole edition. As such, I would like to see such creative ideas make a comeback in next. I think every class should have their own resource mechanic to truly differentiate them. So here are some mechanics (new and old) that I would like to see in next.

1) 3e Warlock: All At Will Spells
2) 3e Binder: A very flavorful and unique caster
3) ToB classes: Each one had a unique recovery method and a unique manuever list.
4) Mana points that recover slowly throughout the day.
5) encounter based fire and forget. Anyone who has crammed for a quiz in the 10 minutes between classes knows this makes more sense than daily Vancian.
6) Stamina points that recover during a short rest.
7) some sort of build op resource mechanic. Certain attacks/actions can build up the resource (rage, combo points, divine favor, etc). Then special maneuvers, spells, or actions can become available by spending 3+ of the built up resource.

Any other resource mechanics you would/would not like to see in next?
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12 months ago  ::  Jun 22, 2012 - 8:16AM #2
ren1999
Date Joined: May 23, 2012
Posts: 585
I'd like to see all powers become at-wills.
Now I know that burst powers are too powerful to be at-wills but not if a hit does as much damage as a single attack such as fire ball but evenly divided among targets in the burst area.

Even spells and feats that render an opponent helpless could be at-will as long as they are not also burst powers and the victim has many chances to save and break the helpless condition.

Example, "Hold Being" could hold a character or monster just once before it is automatically hit and takes a normal roll of damage. Then the spell or prayer is broken.

"Charm Being" the charmed opponent could get a saving throw everytime she hurts herself or hurts an ally to try to break out of the enchantment. That would make it an at-will power.

The healing mechanic could be that each character with his or her healing kit can just heal 1d8+wisdom modifier per standard action but make that an at-will ability.

Build up? How about giving everyone an additional standard action every 5 levels. Those actions can be used like currency. Instead of taking 2 actions, you take 1 action but do 2[w] damage. Of course, from 1st to 4th level, you can either do a reaction to defend yourself or you could do an action during your turn.
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12 months ago  ::  Jun 22, 2012 - 9:07AM #3
ShinQuickMan
Date Joined: Mar 19, 2004
Posts: 1,799
Hmmm.... I would want to see a reworkd system for Action Points and milestones that also:

A. encompass Daily features
B. provide alternative methods of aquiring milestones based on class.

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12 months ago  ::  Jun 22, 2012 - 9:17AM #4
Lawolf
Date Joined: May 4, 2008
Posts: 4,204
Yeah, in another thread I talked about Fate Points as a means to unlock powerful maneuvers. These would be gained like action points but would allow you to draw from a pool of various powers when you use one (Such as finding the right opening to perform a martial "daily", or automatically succeeding at a saving throw). They would basically represent the PC being destined for greater things.
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12 months ago  ::  Jun 22, 2012 - 10:58AM #5
Reyemile
Date Joined: Feb 12, 2007
Posts: 1,397
I want monks to have to beat up other monks and steal their titles to level up.

Well, not really, but it WAS a kinda flavorful mechanic. 
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12 months ago  ::  Jun 22, 2012 - 11:21AM #6
Saelorn
Date Joined: May 27, 2012
Posts: 2,934
I want to see ability checks based on the actual ability scores again.

For that matter, I would equally enjoy if they just threw the whole "consistent ability modifier for every type of check" out the nearest airlock.  I want to feel like I can contribute meaningfully if my linked ability score is in the 8 - 13 range.
The metagame is not the game.
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12 months ago  ::  Jun 22, 2012 - 11:41AM #7
Nathanos
Date Joined: Aug 17, 2007
Posts: 171
Crits exceeding what's possible with a regular damage roll: a return perhaps to the 3.x versions (x3, 19-20x2, etc). 

Action points! 
'That's just, like, your opinion, man.'
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12 months ago  ::  Jun 22, 2012 - 12:07PM #8
ShinQuickMan
Date Joined: Mar 19, 2004
Posts: 1,799

Jun 22, 2012 -- 10:58AM, Reyemile wrote:

I want monks to have to beat up other monks and steal their titles to level up.
Well, not really, but it WAS a kinda flavorful mechanic. 




"There can be only one!"

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12 months ago  ::  Jun 22, 2012 - 12:46PM #9
stoloc
Date Joined: Mar 28, 2008
Posts: 963

Jun 22, 2012 -- 8:06AM, Lawolf wrote:

The last few months of 3e brought about some of the most innovative material of the whole edition. As such, I would like to see such creative ideas make a comeback in next. I think every class should have their own resource mechanic to truly differentiate them. So here are some mechanics (new and old) that I would like to see in next. 1) 3e Warlock: All At Will Spells 2) 3e Binder: A very flavorful and unique caster 3) ToB classes: Each one had a unique recovery method and a unique manuever list. 4) Mana points that recover slowly throughout the day. 5) encounter based fire and forget. Anyone who has crammed for a quiz in the 10 minutes between classes knows this makes more sense than daily Vancian. 6) Stamina points that recover during a short rest. 7) some sort of build op resource mechanic. Certain attacks/actions can build up the resource (rage, combo points, divine favor, etc). Then special maneuvers, spells, or actions can become available by spending 3+ of the built up resource. Any other resource mechanics you would/would not like to see in next?




2nd edition skills and powers style mix and match classes- allow us to pick what modules we want for how our character classes work.

Make sure there are options for noncaster classes that make them interesting and make sure there are simple options for caster classes as well.


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12 months ago  ::  Jun 22, 2012 - 1:02PM #10
anjelika
Date Joined: Jun 9, 2012
Posts: 2,025
Spell interruption absolutely -must- return (imo).  It was -the- big balancer in 2E, and removing it -immediately- changed mages into what they became.  The additional spell changes only made it worse, but it was the spell interruption that got the ball rolling.  Study time/cost per page also seriously contributed to the glut of power.

Spell pages was a huge cost -- and rightly so.  Wizards often talk about protecting their 'spellbook', but the reality was that you were carrying 2 or 3 if you ever made it to high levels, and sometimes more than that.  It wasn't a thin lil book you pulled out for the heck of it as a pamphlet.
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