I'm a bit leery of this. When I first saw it done in 4E I thought it was a great idea. However, it quickly became apparent that it became a min/maxxer's trick to dump all other ability scores and just take feats or whatnot that used the prime ability for everything.
If we can avoid that kind of syndrome, I'm all for being able to use your prime ability for say, ONE other defense or perhaps for attacks.
Well, as much as I would like to make a min/maxer free game, people who like to play that way will find a way to play that way. you are correct, though, that we should attempt to minimize any loopholes for them to exploit.
I really like Hassasin's breakdown of Abilty score bonuses/penalties. Basically, it means taking Ability modifiers out of AC entirely. Which I don't really have a problem with. It'll just make starting ACs even lower, again, which I have no problem with. There could always be "Skills" for each class created that would allow a PC to apply a certain ability bonus to their AC, separately. But nothing standard/acrosst he board. I think that could work pretty well.
I like starting the bonuses earlier like was done starting w/3E. Subtract 10, divide by 2, round down. So 12-13 is +1, etc.
This was something Hassassin suggested a bit ago and, while I understand 3e players will enjoy this, for me it seems unnecessarily complicated...too much [unnecessary] math! Maybe it's not and it's just my general ignorance of the system.
Otherwise people who have only middling characters are very marginal while someone who gets lucky at all outclasses them severely. Making the scaling spread out a bit more reduces the differences in someone who has an 18 and a 13.
I dunno. I think someone who has an 18 SHOULD be different than someone with a 13. And, I think a maxing bonus of +4 makes sense, for this lil' theory/exercise/method of "All Fours". Which, for better or worse makes the lowest bonuses stop at 15.
In theory, I suppose I should make the penalties begin at 10 then (keeping things in increments of 4). But that strikes me as just too high, too mean. So, 8 down to 4 works for penalties and 9 through 14 are just "average" (in the safe zone of no penalties but no bonuses either). Seems to me, one can have a perfectly awesome character with no bonuses whatsoever. Do you acquire skills or hit as hard as some other people? No. You don't/won't. But that doesn't make the character "bad" or "unplayable".
A Fightr with a 13 Strength can be every bit as interesting a character as one with 16. Yes, he might hit less often (bonuses or no bonuses, that's really up to the dice except for a few specific numbers- 1 thru 4 of them- each time). No, he won't do as much damage. So, maybe he takes on a position as a "back up" fighter? Chooses to specialize in missle weaponry? Or becomes the party's strategic mastermind? Or concentrates his Skills into things that WILL allow him a bonus for hitting and/or damage.
Also, if you follow my above recommendation to make all melee and ranged attacks Dex based, you could rename that stat to Accuracy or Deftness or something. Would still cover stealthiness and such too.
I do like the Dex controlling to hit across the board, but in the interest of "balancing" out each ability with the rest, I think we will have to leave it missile attacks only.
Dial your numbers back or having a shield is a complete waste of time. If you already have +16 from plate, you add only 6% to your AC by adding a shield. If plate gives +8, you gain 12.5%. Makes it much more desirable. If you want multiple shields, I would say Small shield +1, Large shield +2, Tower shield +4. Tower shields aren't really that useful for making attacks tho, they're really for hiding behind when a dragon is breathing fire on you or a flight of arrows is coming your way.

Or Small and Large shields, +1 and +2. Bucklers in recent editions only help +1 against 1 attack per round so they are extremely limited.
Yeh I think multiple shields will be for a later tier/set of the game. And for now, as for having a shield being a waste of time, I think any/all PCs everywhere who ever "missed" or perhaps, more importantly, were missed by their opponent by rolling "1" less than they needed would disagree.
Regarding stat bonuses, if you want to keep things based on 4, every 4 points they get a +1, so an 8 would be +2, an 18 would be +4. Allow them to add a +1 to a single stat every 2 levels (which means they could gain a +1 bonus climbing from 16 to 20 in 8 levels of time) and just make sure you are counting on the fact that anyone in the game would probably have at least a +2 to hit something just based on their initial stat. It does advance more slowly than the 3E/4E method tho, which some might like.
Hmmm. I dunno. Again, we're getting really crunchy/mathy here. I don't mind the idea that characters improve/refine their abilities (somehow) as they gain levels...but I'm not sure about this.
I'm sorry, if I bust a baseball bat or a big log over your head, you could very easily die. Broken ribs puncture the lung, etc. Damage types is just complicating things.
That's what I'm thinking. And given that a "Monk" won't be introduced until the next tier, I really have no problem with leaving out "unarmed attacks". Or make a general comment that unarmed combat (i.e. a bar brawl, wrestling match, etc.) just does a, say, d4 (?) of temporary damage.
Maybe some other one-line "rule" for knocking people unconscious, non-lethal "subdual" damage, etc.
Damage type only matters if you are going to do things like X weapon type doesn't deal full damage to Y monster or you want to say things like edged weapons aren't as good against Plate armor as Piercing weapons, etc. I thought we were moving away from complication tho.
Yes. We are.

So I'm not going to be doing all of that for the beginning player. A chart for "optional inclusion" in the "Expert/Advanced/Champion" set will suffice for me on Weapon/Damage type v. Armor type.
So that means a starting fighter at L1 in plate can have a 15 AC.
Well, no anymore...if we're taking Ability score bonuses out of the picture. Fighter starts with AC 4. Put him in plate, +10. Starting AC of 14.
give him a magic shield and a magic ring and he has no more incentive to improve.
Assuming +1 enchantment on each of those and +1 for the shield, yeah, he'd be almost maxed out for "defense"...AC 17. Not bad.
Also, I don't think the strict 19 limit is needed.
Yes, that seems to be consensus. I'll take out any mention of an AC limit...though realistically, to borrow your +7 example and making it +8 (assuming the extreme in melee example: someone with 18 Str., +4, and a +4 weapon=+8 bonus to hit). SO the unspoken "max" for AC would be 27 (a roll of 19 + 8, since a roll of 20 always hits.)
1 always misses, 20 always hits (or even crits).
Yes.
Your enemy has a +7 to hit. You could be wearing magic plate, w/a magic shield and a magic ring and he will still hit you on a 13 or higher.
Ummm. Lessee...assuming the extreme: Fighter AC 4, Plate +10 with a +4 (to establish the absolute highest possible within this Beginning set) enchantment, +1 for a Shield with another +4 enchantment, and a ring of protection +4...for the sake of "maxing out", let's throw on a cloak of protection +4 also...soooo absolute final highest possible AC 31. (I stand corrected from my assertion up-post that the highest AC would be 27...though, I guess that is the highest possible roll. Hm. Conundrum.)
SO, to use your example of an attacker with +7...no they would never be able to hit this fella...unless they rolled a natural 20. 5% chance on every throw of the die.
I know you want to keep numbers lower, but personally stat increases and new feats and such are a couple of the more obvious ways to denote character growth and it seems like some classes would quickly hit a ceiling, leaving no further reason for them to try and better themselves.
I hope that is not the case...and I don't necessarily think that is true...Yes, someoen might max out in one thing or area...that doesn't mean the character has nowhere left to grow. That's up to the player. If all they are looking for is how to get the absolute highest best numbers...then chances are this would not be a system/game for them.
Crossbows should be more damaging to make up for their lack of ability to fire quickly, otherwise people will never take it. So shortbow 1d4, longbow 1d6. Light crossbow 1d8, heavy crossbow 1d10.
I believe, my inital statting out of the weapons list has crossbows at d8, long and short bows each did d6 (yes, whether you carry a long or short bow is really only a "flavor" thing for your PC...and allows dwarves and halflings to have effective archers.). The d4 missile weapon was a Sling.
This is simpler and less time consuming. If people hold actions to change their initiative order that is one thing, but roll once and go from there is far easier. Esp if you are the on in charge of the initiative board like I usually am
Yes. Again, seems to be consensus. So the roll will be d20 (or d10 or whatever d you prefer). Highest side (PCs or DM) goes first and you just go back and forth from there. What order the PCs go in is really up to them/or the DM and what they're trying to do.
If damage will happen a lot, people need a lot more health. Add their Strength to their starting hit points. There will need to be some pretty significant healing in the game too unless you are aiming for a very gritty game where people die a lot. It seems reasonable that the guy who is wearing that much armor is only hit 1/4 of the time, but I think you could make this simpler by making class starting ACs either +4 or +2.
What do other people think about this? HP= Class max base + full Strength Abilitiy score...then +Str. Ability bonus if any?
Mages already can't wear armor (or can they?) so they're going to be super easy to hit.
No, they can't. And yes, they will be easy to hit. Hence the need to travel with fighters and clerics and thieves...and, frankly, the magic=user who gets in the front line....well, he deserves to get hit/killed.
Making them have low AC and low HP just brings back all the things I really hated about old editions. Cuz my group always wanted a wizard, but didn't wanna play one themselves. I loved playing wizards, but I'm far happier playing a Wizard in 4E than I ever was in basic or AD&D where a housecat could kill you if you had rolled poorly on starting HPs
Well, that's part of the reason I'm letting all 1st level characters start out with max hit points. Something I've done in "houserule" for years and years. But people are still fragile.
I had no problem with the MU's low AC and low HP. Play smart. If your players were "afraid" to play an MU because their numbers weren't going to be "good enough"...then it's just as well they didn't play one.
If your enemy has a +7 to attack and you have a 22 AC, he will hit on 1/4 of his attacks. If you have a 12, he will hit on 3/4 o his attacks. That is probably a death blow for a L1 Wizard and even a L1 Fighter would be really hurting the way you have things setup currently.
True. But my question is, then, why are you fighting something with a +7 to hit at first level? Run away!
If they have a 24 and you have a 7, you hit on an 18 or higher. He has sacrificed chances to improve his damage or force of will thru magic items and focused on protection. That shouldn't be a detriment to him.
Why not? That's exactly what it should be. He (the player)
chose to focus on their armor class/defense. He has sacrificed damage, etc...
by his choice. This would be the proverbial bed that one makes...lay in it. If you (the player) don't like that, then start putting your attentions into other areas...and/or you will play with a "broader eye" with your next character.
Agreed. Double damage should only apply to the base damage, so before they add in their various bonuses. So if a dagger does 1d4, a crit from the dagger would deal 2d4 plus whatever not (1d4+a bunch)x2. I'm assuming you were already planning for it to work this way as that is how the game has worked for awhile now, but just clarifying
Good point/detailing that I would have completely "assumed"/overlooked.
That 2nd line is proof you didn't play 3E heh. They sure as heck tried to have a rule for everything, altho they did stop short of some of the excess of Rolemaster heh.
Ya got me.

I'm not interested in that kind of game. I want to move things back to the game of imagination...not the game of numbers. A game of options (that can feed/spark the imagination) without a deluge of
choices that drown the player...leaving the PC a mish-mosh of "stats" and "+'s ontop of +'s" that make/give them "the best at xyz".
He just spent 4 feats to do all that tho, so now he hasn't been able to grab Expertise or Shield Bashing or whatever tasty fun he could pick up w/his first 4 feats. He's very defensively minded tho so if he can give the enemies a reason to keep attacking him, he'll do well. Of course, if he's really hard to hit and has nothing to entice the enemy to attack him, they'll ignore him.
Again, player choice. Good for him. Hope he has some way to keep people attacking him. Standing in front of the other squishy party members would probably suffice for that.
--SD