I know that 4E isn't exactly popular on this board, but the members here also have the most insightful critiques about the system.
I'm working on a Microlite-inspired conversion of the game. My goals are to take the elements from 4E that were good ideas and improve upon their execution.
Among the changes I've made:
- Improved game math: No more enhancement bonuses from magic gear; monster stats increase at level/2 just like PC's.
Consolidated action economy into Minor Actions: Moving, drawing weapons, sustaining beneficial powers, etc. And Major Actions: Attacks, Spells, etc. Of which combatants get two per round.
Decreased immediate actions. Not many to be had, and PC's only get one immediate interrupt/reaction/Opportunity Attack per round.
DC's no longer scale with level, and have a hard cap.
Re-Worked skill challenges.
New resource management for powers, action points, healing surges, etc.
First, there are no class powers, or power sources. Player's can simply take any power they like for their character.
Second, classes are based solely on tactical role, with no restriction on available skills. The list includes:
Soldiers (Defender)
Features:
Combat Challenge: Soldier can "mark" an enemy after engaging it in melee combat. Marked enemies take -2 penalty to any attack that does not include the Soldier as a target.
Punishing Attack: When a marked enemy makes an attack that does not include the Soldier as a target, or tries to move away from the soldier, the soldier may make a free attack against that enemy as an immediate interrupt action.
Brute (Juggernaut)
Features:
Brute Strength: Brute is considered one size category larger for the purposes of forced movement effects and carrying capacity.
Battle Rage: When the Brute drops to 1/2 of their total HP value, they deal +1w damage on all attacks. At 1/4 HP, they deal +2w on all attacks.
Skirmisher (Guerilla)
Features:
Darting Attack: When the skirmisher makes a successful attack role, he/she may shift as a free action.
Blade Dash: The skirmisher deals extra damage equal to the amount of squares (or every 5ft.) that they moved before making the attack.
Lurker (Assassin)
Features:
Opportunist: The lurker gains a +4 bonus to hit enemies that grant combat advantage, instead of the normal +2.
Stealth Attack: When the lurker is hidden or otherwise obscured from an enemy, they can spend a minor action to "study" an enemy, after which they deal an extra +1w damage. This effect can accumulate over multiple rounds.
Arbalester (Artillery)
Features:
Sharpshooter: The Arbalester can spend a minor action to aim, gaining a +2 bonus to the attack roll, and +1W to damage.
Rapid Shot: When the arbalester reduces a target to 0hp with an attack, they may make an immediate attack against a second target.
Controller (Mages)
Features:
Oppressive Attack: Enemies suffer a -2 penalty to savings throw to effects caused by the controller's attacks.
Battle Shaping: Controllers may sacrifice damage to attack extra targets. For every -2 penalty to damage, the controller may include 1 extra target as part of an attack.
Leader (Healer/cheerleader)
Features:
Healing Word: The leader may spend a point of heroism to allow an ally to take a second wind, even if that ally has already taken one during the encounter. This does not cost the targeted ally any heroism. (heroism is a replacement for a few of the 4E subsystems)
Inspiring Aura: Allies adjacent to the leader, gain a +1 bonus to attacks, saves and skill checks.
Essentially, I'm trying to make a game that out-4E's 4E...ummm...in the good way.
I've got most of the stuff done, I only need to finalize the power list and right up monster entries (Monsters draw from the same power list as players). But what I really need is feedback on the class features and how well they support the functions of the tactical role, and perhaps inspiration on how I can improve them if they fall short.
Thanks : )