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How would you redo 4e?
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<blockquote data-quote="RangerWickett" data-source="post: 8944735" data-attributes="member: 63"><p>I wrote an entire adventure path for 4e. I adored a lot of it.</p><p></p><p>I agree, bounded accuracy needs to be implemented so the numbers are smaller. "Gear builds" are awful. Clearly the game suffered from being designed to be run with an online system that never materialized (due to tragic reasons).</p><p></p><p>The presentation of characters could keep the same sort of pacing, but use a less <em>obviously</em> systemic framing. Fewer "bland boxes with solid blocks of color and formulaic text that reads like a card game"</p><p></p><p>[ATTACH=full]276324[/ATTACH]</p><p></p><p>More 5e-style natural language, even if it's wordier.</p><p></p><p>e.g., 'At level 1, your fighter starts with two rudimentary combat maneuvers they can use at will, and one rank 1 combat maneuver that requires they expend their focus. The fighting style you choose determines how you can gain your focus. At higher levels, you'll learn additional combat maneuvers and fighting styles."</p><p></p><p>Monster statblocks likewise should have been more like 5e's natural language, even if they kept the same basic design philosophy.</p><p></p><p>Instead of standard, move, minor action, give characters movement speed (which is use or lose it; you can't downgrade it) and two actions, but no more than one action can cause damage. You'd usually use your other action to apply a condition, heal, dash, or otherwise modulate the parameters of the encounter.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8944735, member: 63"] I wrote an entire adventure path for 4e. I adored a lot of it. I agree, bounded accuracy needs to be implemented so the numbers are smaller. "Gear builds" are awful. Clearly the game suffered from being designed to be run with an online system that never materialized (due to tragic reasons). The presentation of characters could keep the same sort of pacing, but use a less [I]obviously[/I] systemic framing. Fewer "bland boxes with solid blocks of color and formulaic text that reads like a card game" [ATTACH type="full" alt="1677033034439.png"]276324[/ATTACH] More 5e-style natural language, even if it's wordier. e.g., 'At level 1, your fighter starts with two rudimentary combat maneuvers they can use at will, and one rank 1 combat maneuver that requires they expend their focus. The fighting style you choose determines how you can gain your focus. At higher levels, you'll learn additional combat maneuvers and fighting styles." Monster statblocks likewise should have been more like 5e's natural language, even if they kept the same basic design philosophy. Instead of standard, move, minor action, give characters movement speed (which is use or lose it; you can't downgrade it) and two actions, but no more than one action can cause damage. You'd usually use your other action to apply a condition, heal, dash, or otherwise modulate the parameters of the encounter. [/QUOTE]
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How would you redo 4e?
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