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I use the Vitality/wound point system with a small change. A Crit Hit does not do straight Wound damage. Instead, it does damage as a normal hit to Vitality, with extra bleeding over to wound points. However, it automatically does a single point of wound damage. This means that a critical hit has an extra level of deadlyness, without being over-done. As for healing, when applied, healing magic always applies to Wound points first. This system has been working for me so far. Wound point damage means that a character is REALLY in trouble, and it definatly puts a fear of Character Death into my players. Still, I would keep it optional. It DOES add to the paperwork. ![]()
I don't like how the organization is done. And I don't like a lot of the streamlining. However, the system seems ok... ..If it was an MMORPG. When you have a PC class that actually tells you what your fighter is a "defender", and expects you to play to that role, well, I weep for the game. It's a sad sign of the times when the gamers have to be spoon-fed "creativity". ![]()
Varient Paladins in the Core Class- Why not a Paladin varient for each Alignment? There would be a switch out on certain abilites, and a sub-title. (G Paladin: Cavalier, N Paladin: Myrmeidion, CE Paladin: Despoiler, ect) Let's face it: playing a paladin can be tough because there are no concrete terms for their Alignment. Just saying "be Lawful Good" isn't enough. I propose that a Paladin must take an Oath at 1st level, and if they want certain class abilities. Example: Oath of Chastity: no sex, period. Oath of Loyalty: Whenever your Leige calls, you must answer. Oath of Duty: You cannot turn down the truly needy. Oath of Mercy: You cannot kill an innocent, nor strike a foe that has asked for pardon. And here's an ability for Good Paladins, which would make a quest for Good that much more interesting: Moment of Revelation: A Paladin may call upon the Powers of Good to force a foe to face their greatest adversery: their own evil. At the very least, this can confuse a foe. At it's greatest effect, it can end hostilities or even send a foe on a quest for Atonement. ![]()
You know, I really don't mind a change to the default setting. It's a nice idea- but it's a little soon. Eberron is BRAND-NEW, and there is talk of totally changing the setting already. Secondly, the new default feels like it's a seperate thing completely from standard DnD. It's more of a specific setting rather then a generic one. If they had given a chapter or two to settings, giving a pair of sample worlds in 5 pages or less, it would be easier to swallow. WOTC seems to be making an attempt to completely seperate itself from it's history: DnD 4e=New Coke? ![]()
I really love the Bard as a class. 4e's removal really hurt. So here I am wondering what changes would be made for the bard, and what people here wanna see. I thought that the Bard could use a few tricks like the Rogue update. Maybe tricks that involve more then just music. Tricks of all sorts of communication. Also, since the bard is supposed to pick up bits of knowledge of ALL the classes as he goes up in level, would it be possible for him to pick up one or two class abilites from OTHER classes? The ability to Holy Smite, or Trackless Step comes to mind. ![]()
First, I want to say that no system is perfect, and 3.5 is no exception. However, 4e is NOT what I thought I would be getting. It's the "points of light" thing. I don't like Wizards telling me what my game is, and what it's supposed to be about. Why is everyone a Hero? Why are all fighters Defenders? Why are you telling me what my character is for? Why is it all highly combat oriented? And where are my Gnomes? 3.5 was a system about freedom. I have never seen any RPG that allowed a player to do ANYTHING, so long as they were willing to work for it. 4e is a system that tells me what I want. I don't like that. |