So, this sounds like a hell of a plan.FrankTrollman wrote:K and I were talking while he was considering how he was gong to get out of Bakersfield and he threw down a very interesting assessment:
If you just made the opposite design decision from absolutely every single thing 4e did, you could have a pretty great game on your hands.
Instead of a greater reliance on squares to the point where it takes over everything, drop squares entirely.
Instead of making a skill challenge system where one person makes a gajillion rolls to determine binary success or failure, make a system where every player makes one roll and creates a variable degree of success.
And so on for the whole game. 4e made all the wrong decisions. In such a manner that 180 degree turns from them may well be right decisions.
-Username17
Squares:
I do like squares though. Mostly b/c I own a roll up squares map, and have about 100-ish minis, but w/e.
Group Dice Rolling:
Every person rolling a dice sounds cool.
It makes Diplomacy, and Trapfinding more interesting for the group.
Traps
Trapfinding shouldn't be a special ability. Everyone should be able to "notice" traps.
Stats:
Stats should determine appearance, not how well you can use your special abilities.
Special abilities should be tied directly to class/character level. Gaining power, or effectiveness as you level up.
Special Abilities:
Abilities should be used to set-up other abilities.
At-wills are needed before you can use an Encounter Power; Encounter Powers need to be used before a Daily can be used.
There's no cap on how often you can use Special, and Super, powers. Merely how many Common (or Special) powers have been applied to a creature.
Additionally.... all powers should have 3 modes. Common, Special, and Super.
You've got Melee Attack; Cleave; Whirlwind. Then Ranged Attack; Eye-shot; Arrowshower. Close Wounds; Cure Wounds; Heal. Magic Missile; Magic blast; Magic eye-lasers.
Classes:
No Classes. Just powers. Your powers determine what 'class' you are. Just like in Dungeonsiege. If you're a nature mage with melee powers; you're a Paladin; if you're a Arcane Mage with Nature Powers, you're a Theurge. If you're all 4, you're a Dungeoneer.
Mixing Character types should be awesome:
Melee types have special abilities that fuck up a creature's ability to move, or notice stuff.
Ranged types have special abilities that keep monsters from attacking into melee as well, or something.