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| #1Bobfred21Aug 22, 2010 20:22:31 | This post is largely lead up to what lead me to want to undertake this kind of project. If you are easilly bored or deterred, you may wish to skip to the meat and potatoes of what I intend to use this thread for, which can be found in the second post. Now, before I start I should note that I love 4E. 4E really took the game in a new direction which really spoke to me. Real life had me leave the game for a while and when I came back to it I found that the power creep and excess products had driven the game more towards some of the issues of 3.5 which I didn't like (namely power creep and bloat). In light of this, I started thinking: Well, 4th edition at it's heart is nearly perfect mechanically. Some of the implementation of the game is a little wonky - as is to be expected, things that look good on the drawing board don't always come out the same way in play, especially when you're filling a product based on filling it to selling point, rather than filling it to the point that it's done. Which in turn got me thinking about the economic side of the game. WoTC will, of course, pump out mechanics and classes until they are out of ideas - and rightly so, they are afterall in it for the money. As a business they must survive somehow and, while my idea of a perfect game system is possible- it's probably bad for business, because once my perfect game system is achieved I am no longer a paying customer. Therefore some bad design must be included in order to facilitate the eventuality of an edition shift (aka 5.0). This edition shift inevitably starts the cycle again. Even outside of intentionally forced and irrelevant content (in order to fill space rather then to flesh out an actual idea), filling out a new edition inevitably comes with a learning curve: the rules of game design that applied to the last edition don't necessarily apply to this edition, thus you have little slips in the rules, infinite combos and other game balance destroyers - not intentional, but very much unavoidable. My aim with this thread is to customize 4E to my liking, not because I want to stop paying for the game (in fact, I enjoy having the books, reading the classes and mechanics even if I don't want to see them used in my game). In fact, a large part of the problem for me is I like many new options which come in each book, but as a DM I find it hard to say you can use feat A, Class Feature B, but not Class Features C, D or Paragon Path E. I suppose I'm getting long winded, so I'll include only one more VERY IMPORTANT tid bit before I go about outlining my goals for the thread. The work I put into this is not an attempt to replace 4E or anything like that, but rather improve upon the ground work. More specifically a 4.5 for my personal use which will allow (but not implicitly guarantee) the inclusion of future WoTC products. I do this not because I feel the game is radically insufficient, but rather because I ENJOY the game and would like to see a few minor issues fixed. Furthermore, before anyone goes on telling me how much a waste of time this is and how I should stop while I'm ahead: I do this as a matter of fun. I enjoy game design and dabbling a bit in the structure of 4E is a personal excercize in creativity. |
| #2Bobfred21Aug 22, 2010 20:23:03 | Without further ado, here are my goals with this endeavour: Limit Bloat: By this I mean only ideas which really have a place will fit into this project. Taking classes as an example, ideally the idea behind a class should be an easily identifiable archetype which someone who has never played D&D can easily pick up on and identify with. For example, while both the Cleric and Runepriest are unique mechanically, I doubt very much a newcomer to the game would be able to find much of a difference in the flavour between them. There may be room for the mechanics, but the addition of an entire class feels as though it has no niche to me. To reduce or eliminate polarizing options: Having an option available which isn't really an option at all, or where one particular choice is so much better than any other choice a person might make that it invalidates all other choices is not fun, even if the choice doesn't unbalance a game. A prime example of this polarization might be the Twin Strike, At-Will Power available to rangers. While it's okay to have an option that is so good all rangers of a specific type take it (for example, a scimitar wielding ranger is almost certain to pick up scimitar dance), it is NOT okay to have an option which is so good broader groups like entire classes rely upon it. To establish baseline damage and utility for powers across all levels of all classes: This isn't to say that all classes will use a similar power table or that all powers will be generic. Rather what it means is that a level 5 daily power will top out around X average given a decently optimized set up whether it's a Paladin Power or a Barbarian Power. The reason for this is twofold. I. To prevent cherry picking. If striker A is given a power at level 5 that deals around 50 average damage, and Striker B is given a power at the same level which deals around 100 average damage, there's little to no reason for Striker A NOT to multiclass into Striker B and cherry pick said power. II. More importantly to prevent power creep: Striker A and B in book 1 (or in the case of this project are designed at the very beginning of the project) are relatively balanced with each other. Striker C, in book 2 (or in the case of this project, designed several months later) are staged with one upping the first strikers and, in order to add cool factor simply have powers which are better than powers previously available in terms of damage potential. This will not limit additional effects on powers, just the raw damage meaning there is room for additional mechanics later. In line with this streamlining of powers across levels is my next goal: To make class features more prominent In light of the above goal, it might seem unfair that a Cleric's damage limits be the same as a Rogues - the Rogue, of course, has every right to do more damage than the cleric. This damage will come from enhanced striker class features. To be more specific, I believe a large part of the fun of the game is setting up conditions to trigger class features. ALL Strikers will need to meet conditions in order to trigger (likely buffed) striker damage conditions. The Rogue is a good spring board for what I would like to see in most strikers as far as having to trigger class features. To make 4E fit together better as a whole: A cohesive picture. Going with the picture analogy, it's like PHB1 was a beautiful painting, and then along comes PHB2, and the original painter has decided to expand his original painting, so he starts to paint beside it, only to find he can't quite nail the original style: surely the new addition is beautiful, but something just doesn't fit about the two as the single painting they were designed to be. Sure enough, out comes PHB3, PHB4 and various other sourcebooks as this painter just continues to paint additions onto the painting - years later he finally finishes: he's added things he never thought possible, the picture has taken on a life of its own, really but it's strayed from the original train of thought which started it. Its quality and style over the years has changed with hit mood and with the times and certain aspects of this otherwise beautiful painting simply don't fit with each other. Some things over lap, some things are repeated too many times, etc... Etc... Imagine this as an artist returning to this painting later and deciding to paint it all at once, or setting a more defined set of goals which will help him to draw something which captures the spirit of the original painting, but to smooth out the parts which were added later to make it seem as one cohesive whole rather than an amalgam of paintings drawn over the years and stuck together. One clarification I would like to make: I will not be redesigning 4E from the ground up, I would like most powers to stay intact, my goal will be to establish a baseline power per level across classes in already existing powers and then modify stragglers in both the high end and low end. Ideally there should be no obsolete powers and no brainer powers. |
| #3Bobfred21Aug 22, 2010 20:24:06 | This summer my job consisted of manual labour, the kind you don't need your brain for - given this, I found myself frequently bored and often entertained myself by thinking about the changes I might make to D&D given the chance. This post will outline my broader goals for combat roles, lightly touch on specific classes and outline some unpolished ideas I came up with while on the job. This is NOT the bulk of the work here, rather a taste to give you an idea of what it might look like. |
| #4Bobfred21Aug 22, 2010 20:24:19 | Reserved. |
| #5Bobfred21Aug 22, 2010 20:24:30 | Reserved. |
| #6Bobfred21Aug 22, 2010 20:28:22 | Reserved. |
| #7Bobfred21Aug 22, 2010 20:28:44 | Last Reserve. |
| #8gdub411Aug 22, 2010 22:09:05 | Okay, I 'll start. Avenger. Your particular religeon's boogie man. When the church doesn't want to dirty their hands they call out this particular nasty to do the deed. It seems to me it fills a niche. |
| #9Bobfred21Aug 23, 2010 1:00:58 | Fair enough. What I'm really looking for when I look at reasons to keep a class is an archetype for it to fill. For example, there's no real reason the role you mentioned can't just be any other striker class that's loyal to the church. I could see a slight reflavoring work I suppose - more of a Van Helsing type Archetype, which is something that hasn't quite been covered yet. What is it about the Avenger that you love and would like to see preserved? |
| #10AstromathAug 23, 2010 8:13:07 | I'm with gdub. It may true that a church could use any striker from their congregation, some of the more "militant" or "paranoid" churches would want to use a striker that has a divine investment. One that is less apt to change sides. Clerics: The preachers, the teachers, the in-your-face converters, the medics, the promoters of divine doctrine Paladins: The crusaders, the army, the protectors of divine doctrine Avengers: The police force, the punishers of divine doctrine |
| #11dropthembonesAug 23, 2010 8:48:28 | but isn't all that stuff just fluff that is mutable. |
| #12AbdulAlhazredAug 23, 2010 10:02:03 | Honestly I don't think classes are archetypes. CHARACTERS are built on the basis of some sort of archetype, but class is just a tool. Rogue provides the toolset needed to build characters who take advantage of stealth, concealment, disguise, trickery, etc. The rogue could conform to the trickster archetype or the grim anti-hero. Classes bring various things to the game that can support various archetypes, but you could make an anti-hero of most any class for instance. Some types correspond more to specific classes than others, the holy warrior to the paladin, but even holy warrior isn't really a basic archetype. Consider that Percival is still a knight and so are Kay, etc. but they aren't all heroes and they certainly don't all conform to a single archetype, yet they would all be fighters or paladins. Seems to me that you want to have classes that provide specific distinct mechanical options. I think 4e has actually done this fairly well. A couple of classes might seem somewhat redundant, like Runepriest, but is it really worth rewriting half the game to get rid of a couple classes? Just merge their fluff into other classes that overlap with them and leave it at that. A STR cleric can be fluffed as using runes for instance, no big deal, then you don't have to use the Runepriest class. Of course at that point there's not much reason NOT to use it either. In other words so what if a couple classes seem to overlap? Personally I'd say if you're wanting to make a better 4e then the place to concentrate on IS the core of the rules. There's plenty of room for improvement there. The real question you have to ask is where are you getting the best bang for your buck? Tinkering with core rules or building a really compelling campaign setting. Remember, you have to find players to play in your variant rule system, which isn't always that easy. I remember the long-lost days of tinkering with game systems. Most of what I learned from that is it isn't really worth it. If it is what you like doing then by all means proceed, but if you actually are into running games it isn't a good use of time. |
| #13GarthanosAug 23, 2010 11:31:50 | Fair enough. What I'm really looking for when I look at reasons to keep a class is an archetype for it to fill. For example, there's no real reason the role you mentioned can't just be any other striker class that's loyal to the church. Mechanically it is another type of Striker all together its like the fencing master who is able to focus on a target perceptually to the exclusion of all others its demonstrates preternaturally reliably (divinely guided disciplined perceptive attacks )it is focused vengeance. If I wanted I might be able to use a Slayer with melee training to wisdom or something mechanically irrational like that and nerf my damage because discipline and perception and divinely inspired guidance are somehow an inferior basis of a martial style ;-p .. then give them multiclass in paladin for that Defender dabbling. (encounter powers are useable right?) |