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Things that need fixing in 3.x

This is Mike Mearls (one of the 4e designers)' list of stuff that they're going to try and improve on in 4th Edition. Not a bad list:

1. Generating numbers for NPCs is like doing (really boring) homework.
2. The game seems to function best at about levels 5 to 12.
3. High level games are cumbersome and difficult to run.
4. Low level games are swingy.
5. The CR system is confusing and produces wonky results.
6. Spellcasters outclass everyone else.
7. Multiclassing works for only certain combinations. Classic tropes (warrior-wizards) need new core classes because the core system doesn't work.
8. Characters have too few skill points.
9. Monsters are unnecessarily complicated.
10. You don't get enough feats.
11. Attacks of opportunity are confusing.
12. Magic items are really important, but it isn't equal. Some items are critical, others are complete chaff.
13. There are a number of weird little subsystems that introduce unnecessary complexity, like grappling.

What else do you think needs fixing?



( 4 comments — Leave a comment )
(Deleted comment)
Jan. 23rd, 2008 10:09 am (UTC)
That's a pretty good list. Personally, I think the game uses too many different types of dice, and that it should be able to get by with d20 and d6 alone, but I suspect that's too radical a step for the remit they're likely to have.

I'd agree with his point about lack of skill points and the difficulty of producing certain fantasy standards without totally compromising the character. Try generating a warrior-scholar and see what you get....

I'd also say that the current arrangement of knowledge skills is confused and "gamist". Knowledge (dungeoneering)? Yech. And the language system could do with some work.

What does he mean by "swingy"?
(Deleted comment)
Jan. 23rd, 2008 06:58 pm (UTC)
Too many dice? Heresy! As for Knowledge skills, I use Arcana Unearthed/Evolved's Knowledge (Dangerous Beasts) in my Lands of Intrigue campaign - works great.
( 4 comments — Leave a comment )

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