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All Fours: the Rule of Fours? the Game of Fours?

steeldragons

Steeliest of the dragons
Something came into my brain last night as I was attempting to go to sleep. Mulling things over from the bevy of threads in recent weeks: the Roles threads, the Temperature of Rules and other "how should D&D:TNG be presented" threads, Racial Bloat, returning to AD&D threads, the "Player Abilitiy" threads and several others...stewing together with my own interest/thoughts on "Basic/B-X" and AD&D...and I came up with this as a concept for game framework and/or presentation...

The Game/Rule/All-Fours Lists.

I'm thinking it is a good way for a) for NEW players to be introduced by presenting thigns in "bite-sized" chunks, b) for "old" players to harken back to some simpler way of playing and c) just cuz I thought it was a neat way to simplistically "package" things like race, class, abilities...maybe even alignment as an "optional" element for character creation.

We start at the very beginning....it's a very good place to start...with, essentially, the Basic game.

4 Races
Human
Elf
Dwarf
Halfling


4 Classes
Cleric
Fighter
Magic-user
Thief


Humans may be any one of the four classes.
Elves may be: (4) Fighter, Magic-user, Thief or Ftr/MU
Dwarves may be: (4) Cleric, Fighter, Thief or Ftr/Cle
Halflings may be: (4) Cleric, Fighter, Thief or Ftr/Thf

I think this all goes back to a certain flavor, some might say "grittiness", of the game. Offering players options without being endless options/option "bloat."

Abilities, I didn't really decide on, but was thinking something one of the following:
option 1: use the normal 6 abilities with the 4d6, drop the lowest, arrange as desired method.

option 2: like option but keep all 4 rolls, making the max available scores 24 instead of 18.

option 3: 4 Abilities (roled in the same 4d6 method as either options 1 or 2, gotta keep those 4's reoccurring ;)
Strength: a combo of physical strength and Constitution. Important for Fighters.
Agility: Dexterity, reflexes, balance, important for thieves or anyone using/specializing in missle fire.
Mental: a combo of Intelligence and Wisdom, essential for any/all spellcasters for the working of magic, capacity for learning languages and new skills, etc...
Persona: for those who like having a "Charisma" score/using noncombat skills that may be better/more outgoing than their "real life" personality.

Constitution basically gets relegated to the realm of Saving throws...Someone with a high Strength will make better physical/Fort saves. Someone with a high Mental will make better saves vs. magic. Someone with high Agility will make better Reflex checks/saves (the Con. example there being something like having the fortitude to maintain one's balance in a dodgy situation or something)...not really clear on how the concept of Constitution might translate in "Persona", but you get the idea.

Saves would be integrated from the 3e model:
Fortitude: for strength feats and concerns, fighting poison, exhaustion, etc.
Reflex: for agility based-feats and concerns, climbing, dodging area effects, breath weapon saves, etc.
Will: for Mental feats and concerns, avoiding or breaking free of enchantments, maintaining concentration for "combat casting", etc.
...and I'd need to come up with a fourth, based on/around Persona....which might also prove useful against charms, maybe...didn't get too far into that before fallign asleep.

Thieves Abilities would be broken down something like this:
Stealth: throwing together your Move Silently and Hide in Shadows.
Thievery: yer Pick Pockets, Open Locks, Finding/Removing/Avoiding traps are all lumped in together here.
Acrobatics: playing on the thieves' Agility, rolling together things like the Tumbling NWP, Dodge, balance for walking on tightropes or high narrow ledges, etc...Climb Walls might be considered in this category?
Sneak Attack: expanding on ye olde "Backstab" but incorporating things from other editions like increased damage for "Flanking" and "Attacks of Opportunity."

You start with 40% in each and gain 40% per level to place as you like to allow players to tailor their "thief" as an "Acrobat" (self-explanatory) or "Cat Burlgar" (higher Stealth and Thievery, let's say) or "Street Urchin" (pour it all into Thievery with a lil left over for Sneak Attacks?) or whatever other roguish archetype you like.

[Optional] Alignment (borrowing from 4e, as I understand it and imposing my own general ethical views, of course):
Good: Life is precious. Others matter. Working toward the defense and increase of "Good" in the world is important to me and necessary for the betterment and stability of the world.
Neutral: maintaining the Balance of the world, not looking to harm anyone per se, but sometimes "bad things" (stealing, killing, etc.) are necessary but you wouldn't feel guilty about it. That's life.
Evil: MY life is precious and the only thing that matters. What's good for others does not concern me. Killing, stealing, blackmail, kidnapping...they're all just means to an end (most commonly MY betterment).
Extremist: either "Ultimate" Good or "Ultimate" Evil, whether you view.define those as "Lawful or Neutral Good" or "Neutral or Chaotic Evil" is something (a code of conduct) you work out with your DM.

That seems like a good place to start. Detail getting characters from 1st to [naturally] FOURTH level.

Like I said, in theory, get someone into the game fast and easy and familiarize with the rules without tons of confusing options.

--Steel Dragons
 

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I even went so far as to break down weapons (4 categories, of course) and equipment...but this was more a fun exercise for me and a "presentation" thing not so much a "rules" thing.

Weapon(Damage)

Swords
Two-handed (d12)
Longsword (d8)
Scimitar (d8)
Short sword (d6)

Bludgeoning
War Hammer (2-handed, d10)
Mace (d8)
Morningstar (d8)
Staff (d6)

Missile (all except sling are 2-handed)
Crossbow (d8)
Longbow (d6)
Shortbow (d6)
Sling (d4)

Miscellaneous/Other
Battle Axe (2-handed, d12)
Hand Axe or Hammer (d8)
Spear (2-handed, d6)
Dagger (d4)

Armor (available in the "starter/beginner" set)
Leather
Scale
Chain
Plate
 

The next "set" expands on the first in terms of character (race, class) options, new/more monsters, maybe different armor and weapons, etc... but not necessarily any new "rules".

I was thinking something along the lines of 4 "themed" sets to work in other "classics" and favorites. What I came up with (obviously based on my own game's allowances first) before falling asleep were the following (or the beginning inklings of the following):

Woodland Champions

Additional Races
Half-elf
Satyr
Gnome
Sprite


Additional Classes
Bard (thief base/abilities, harkening back to a Druid-based spell list with some Illusions)
Druid (new spell list)
Illusionist (new spell list)
Ranger (introduce Tracking, thief Stealth, and bow specialization)

Half-elves (in keeping with their origins for versatility) may be: Any single class (like Humans), + 4 multi-class: Ftr/MU (like elves), Cle/MU, MU/Thf or Rgr/Cle
Satyrs may be: Bard, Druid, Ranger or Ftr/Thf
Gnome may be: Fighter, Illusionist, Thief or Illusionist/Thief
Sprite may be: Fighter, Illusionist, Thief or Ftr/Thf.

Shadow Champions
Additional Races
Half-orc
Drow
Duergar (?)
Goblin


Additional Classes
Assassin (thief abilities, introduce poison use, additional Stealth and Sneak Attack bumps)
Blackguard (nasty fighter guys with abilities to match)
Cultist (nasty cleric guys with abilities to match)
Necromancer (nasty magic-user guys, undead creation/control, new spell list)

Half-orcs may be: Cleric, Fighter, Thief, Assassin, Cultist + Cle/Thf, Cle/Ftr, Ftr/Thf, or Cleric/Assassin
Drow may be: Any available Elf combo + Assassin, Cle/Ftr, Cle/Thf and Assassin/MU
Duergar may be: Any Dwarf combo + MU, Blackguard, Necromancer, or Ftr/MU
Goblin: Any Halfling combo + Assassin, Cultist, Illusionist or Illusionist/Thief.

Devout Champions
No Additional Races (other than "Aasimar" comes to mind and I wouldn't really want to get into the whole "outsider" thing just yet...maybe the tertiary set)

Additional Classes
Diviner
("holy" MU-type, like an Oraclular order?, new spell list)
Healer ("holy" Cleric-type, more "priest" than "cleric"? additional abilities to match)
Paladin ("holy" Ftr-type, abilities to match)
Monk (''holy" Thf-type, unarmed combat, thief Stealth and Acrobatics skills)

Battlefield Champions
Either No Additional Races or possible Additional Races, at DMs discretion (given these seem to be favorites for some), like:
Goliath
Half-Ogre
Minotaur
Something else...need a 4th.

Additonal Classes
Barbarian (damage dealing bumps, damage reduction/absorbtion...stay fighting into negatives or something? Tracking, introduce Two-Weapon Fighting?)
Evoker ("battle" MU-type, new spell list)
Sniper (a "battle" Thf-type, like a Ranger/Thief combo, Stealth and Sneak Attack bumps, Tracking, bonuses to missile fire -both frequency and damage)
Warpriest (a more "battle-oriented" Cle-type...maybe bundle this class' abilities with 4e's "Warlord"? [this is tough to wrap my head around, but people seem to love them], abilities to match, no "shout" healing though. I just hate that! ;)

PCs from the first set could continue on in their original class or transition into one of these "champions" classes (from their Base class! One would/could not go from a Fighter to being a Necromancer, for example).

Introduce 4-blocks for some new armor and weapons.
Armor:
Studded Leather
Field Plate
Splint....and uhhhhh...?
Hide, maybe?...or that's too similar to Leather...well, you get the idea.

And maybe only one or two new 4-blocks of different kinds of weapons that really only serve to expand "flavor" (falchions, khopeshes, halberds, bolos, etc...)

This would get the players from 5th to 8th...4 levels :) Adventures take on larger scale, moving from "delve into the dungeons and get your feet on the ground" to take on "saving the world and inter-realm conflicts if not full on war". Leaving off the PCs at the precipice of "ye olde name level" to begin their next "tier"/set.

I think the 4 "champions" subsets presented here cover all of the basics/classics (and some not-so-classic) races and classes and most often played/common magic-user "specialist" archetypes (not counting the Diviner among the "most played", of course...but it is something of an archetype).

You get the idea. These "Champions" lists could go on, with or without additional Races (since you'd need 4 races for each and that gets difficult)...and/or Champion blocks that have new races and not new classes.

"Urban Champions", "Desert Champions", "Other Worldly Champions" (as an example of a 'new races' block without new classes...for those who want to incorporate things like Aasimar, Half-Elementals, Tieflings, etc.), etc. etc.

So, "bloat" only really becomes a particular DM's or group's tolerance for where the number of options becomes too much/many...kinda like it did, for me, starting in the 2e splat book craze and carrying on well through 3e.

What gets incorporated or left out, obviously, is purely a matter of group taste and desire.
 


I suppose it should/would be obvious that this design for the system/presentation of the game would be broken into 4 levels/tiers (as I've seen presented/read as desirable by several folks here in ENworld).

BECMI -1, essentially. Or, probably more likely, "M" and "I" would basically be lumped together.

So Beginner/Novice/Adventurer/Basic/whatever you want to term the first tier:
Lvls 1-4.

Next, Expert/Champion/Second tier: Lvls 5-8. You know how to adventure and survive whatever perils the world world wants to throw at you. You traverse the realms at will and venture into regions few ever tread (inhospitable terrain -deserts, the artic tundra, deeper beneath the earth than many would dare, oversea and aerial adventures.) You are even quite good at it and rise in power, glory, wealth and fame (or infamy) that few attain.

Followed by "Name or Title" level/Hero (i.e. you are a "Hero" in your own right, as opposed to a "Champion" which has the connotation that you are fighting for someone else)/Third tier: Lvls 9-12. You become Lords and Ladies among men. You venture into realms and the planes beyond your world that normal men would fear to tread, or even know exist.

And the oft lauded "Epic" tier: Lvls 13-16. You become Lords and Ladies of/beyond Lords and Ladies among men. Attaining Demi-godhood, essentially. For those monolithic battles among the forces of good and evil that expand across the world, easily venturing to other planes, taking on Demon Lords and aiding (or assaulting) lesser gods.

I know I've seen this breakdown around here a few times and it seems to be a very popularly approved way to "package" the game. Personally, I like it as well though I see it as a simple return to and renaming of BECM, whereas AD&D really didn't break it down like this for the player. You were just 1st through whatever and considered yourself "low level" then "mid-level" then "high level" and, naturally everyone's exact transitioning point was generally the same within a level or two (for some 4th was "low" for some 4th was "mid", 8th would still be "mid" to some but some groups/campaigns might consider it "high".)

But I digress...so there's my coalesced thoughts for the tiering of "All Fours D&D" :)

[EDIT] Actually, since I do not work for nor have any legal rights to "D&D" or WotC, I suppose I should say "All Fours Dice-rollin Fantasy-world-based Throw Down" or some such..."A4DFTD" hmmmm...just rolls off the tongue, don'it?
[/EDIT]

--SD
 
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I think it could work. There are 4 suits in cards. (tarot and playing) Are there four suits of magic?

Thanks!

Yeah, I figured the 4 points thing is a pretty basic/common conception and introducing things in "4s" would be simple for pretty much anyone to grasp...Like it said, "bite-sized" chunks of info.

...and don't forget the 4 "cardinal" elements. ;)

As for 4 types of magic, that was kinda covered/expanded upon in the "Champions" blocks...quite by accident/subconsciously, actually! haha.

If one kept to those Champions blocks you'd essentially have axses of: Evocation v. Illusion (creating reality/raw energy v. creating figment/"perceived" energy) and Divination v. Necromancy (for lack of a better way of putting/flavoring it: "holy" or "higher plane/tier" arcane energy/magic v. "unholy" or "lower plane/tier" arcane energy/magic).
 


Air, Earth, Fire, Water.

Just so.

By the axses of the "schools" of magic I have detailed so far...this fits rather nicely...maybe a little forced but not much...

Air = Divination (pulling knowledge from the ether)
Earth = Necromancy (pulling power from the grave?)

Fire = Evocation (fairly straightforward)
Water = Illusion (associating with the malleable/fluid nature of thoughts and perceptions)

Other magical "schools" basically get subsumed by other schools. Just off the top of my head...
Conjurations would be found among Necromancer spells.
Abjurations would probably be split/found among any/all types, but especially Diviners.
Enchantments are definitely the purview of Illusionists.
Transmutation is guess would fall to the Evokers.

And, naturally, specialists in any of these "secondary schools", if you would, could be added/incorporated via additional "Champions" blocks.

Of course, there are 4 right there staring me in the face. No reason you couldn't just present a "Arcane Champions", or what have you, with these 4 specialists as individual classes.
 

Reminds me of the rule of seven and especially this blog post.

I've also sometimes thought about reducing abilities from 4 to 6. I'd make charisma/persona also be force of will and have Will saves depend on that. Maybe you could come up with something else for Mental(ity). You could also consider having that affect Cleric spellcasting - then each class would have their "own" ability.

An alternative strategy for coming up with four "saves" is unify them with AC. You'd have four defenses: e.g. Physical (normal AC), Dodge (touch AC/reflex save*), Endurance (fortitude save/constitution) and Mental (will save).

*This distinction never did make much sense to me.
 
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Back to the beginner stuff...

Shields
Buckler
Medium Wood
Medium Metal
Tower

"Starter Packs"
This season's "must have" accessory for the budding adventurer.

Backpack with bedroll, 1 week's rations, full waterskin and tinderbox +

Fighter Pack:
Climbing kit (50' rope & grapple hook), 5 pitons (iron spikes), 6 torches, 2 large sacks, 2 small sacks

Cleric Pack:
Holy Symbol (silver), Cooking kit (iron cooking pot, wooden ladle, salt & pepper), hooded lantern, 6 candles, 3 vials of holy water, 1 large sack

Magic-user Pack:
Spellbook, Writing kit (watertight scroll case, 10 pieces of parchment, 1 vial ink and quill), 6 torches, hand/small mirror (silver), 2 small sacks

Thief Pack:
Thieves Toolkit (lockpicks, chalk, twine, needlenose pliers, mini-wire cutters), bullseye lamp (thieves don't much like a buncha light emanating from their position), 10' pole (unscrews into 3 separate sections, handy for a club in a pinch ;), 3 vials of lamp oil, 2 small sacks
 

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