Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
4E Muscles, BD&D Bones
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KidSnide" data-source="post: 5574491" data-attributes="member: 54710"><p>To be fair, one of my objectives to creating a skill/nwp/trait mechanic is that, IMO, the thief doesn't really have a proper niche. This is probably because my D&D games rarely venture into a dungeon, but I see one of the advances in 3e/4e is the realization that all character classes need to have a way of being effective in combat. This comes with the corresponding (if less well executed) idea that all character classes need to have a way of being effective out of combat.</p><p></p><p>To me, allowing any character class to act as the face, trap-man or scout (with the appropriate ability scores) is a feature.</p><p></p><p></p><p></p><p>I addressed that briefly up-thread. I figure that each character class would start with a small number of Traits/NWPs (3-5?) and would gain additional ones at a slow rate determined by class. In particular, I would expect each class to define one trait that represents the character's background, and allow the character to choose a few others.</p><p></p><p>For example, a clerics might all gain "Ordained Priest" as a trait, which would allow them to use the bonus for knowledge about religion or for social roles in the appropriate contexts. (GMs would be encouraged to allow players to come up with different appropriate substitute backgrounds -- e.g. hedge mystic or touched by the divine.) Clerics might begin with two other traits (for a total of 3 to start), and gain another 3 as the character goes to level 20. For the thief, a character might begin with "Born on the Streets", "Stealthy", "Trapmaster", plus three more, as a default starting set.</p><p></p><p>Incidentally, I am far from certain that this is right for a 4e Muscle / BECMI Bones style game. The more I'm thinking about this, the more I think it borrows more heavily from Over the Edge and Dogs in the Vineyard than it does from 4e or BECMI. That's not to say that we can't benefit from other major areas of design improvement in the past two decades, but it's definitely a change of scope.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5574491, member: 54710"] To be fair, one of my objectives to creating a skill/nwp/trait mechanic is that, IMO, the thief doesn't really have a proper niche. This is probably because my D&D games rarely venture into a dungeon, but I see one of the advances in 3e/4e is the realization that all character classes need to have a way of being effective in combat. This comes with the corresponding (if less well executed) idea that all character classes need to have a way of being effective out of combat. To me, allowing any character class to act as the face, trap-man or scout (with the appropriate ability scores) is a feature. I addressed that briefly up-thread. I figure that each character class would start with a small number of Traits/NWPs (3-5?) and would gain additional ones at a slow rate determined by class. In particular, I would expect each class to define one trait that represents the character's background, and allow the character to choose a few others. For example, a clerics might all gain "Ordained Priest" as a trait, which would allow them to use the bonus for knowledge about religion or for social roles in the appropriate contexts. (GMs would be encouraged to allow players to come up with different appropriate substitute backgrounds -- e.g. hedge mystic or touched by the divine.) Clerics might begin with two other traits (for a total of 3 to start), and gain another 3 as the character goes to level 20. For the thief, a character might begin with "Born on the Streets", "Stealthy", "Trapmaster", plus three more, as a default starting set. Incidentally, I am far from certain that this is right for a 4e Muscle / BECMI Bones style game. The more I'm thinking about this, the more I think it borrows more heavily from Over the Edge and Dogs in the Vineyard than it does from 4e or BECMI. That's not to say that we can't benefit from other major areas of design improvement in the past two decades, but it's definitely a change of scope. -KS [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
4E Muscles, BD&D Bones
Top