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

I think that alignment is a great tool - for NPCs. They're as excellent a shorthand as defining them as lazy, war-like or insane. Defining an orc as chaotic and evil is fine. It's a quick way of saying he's impulsive, won't stick to his word and does bad things to others - using two words instead of twenty. You could add other terms - perhaps the orc is likewise cunning but proud. In four words, you've breathed more life into your orc than alignment could ever hope to do.

I don't think every NPC needs to be defined in terms of good and evil, law and chaos. Only those whose actions can really be rolled up into such actions. The local bartender may be just kind, whereas the local paladin is certainly good. The sheriff is a lawfully-minded individual. The alley-high roller cutpurse the party is trying to track down is chaotic and slippery, but neither definable as good or bad - perhaps he is simply craven and self-absorbed.

PCs would define themselves by one or more (four?) adjectives. The terms of alignment could among those, but many, many more might be available. Heroic, Untrustworthy, Calm, Berserk, Far-sighted, etc.

If these traits are strong enough then perhaps spells, magic items or creature abilities could be tied to utilize these traits. Perhaps a magic portal will only open to those who are far-sighted. A spell might protect against a greedy individual. A temple might bestow a blessing upon good individuals. Vile creatures might seek out agents of chaos to spread mayhem. And so on.
 

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I really like Bumdool, but rather than simply make her evil, I'd rather see her as 'the Mistress of Dark Fates'. She's a poisoner and consorts with the dead, listening to their secrets as they drown in her bog. She's cruel and uncaring, but prefers victims to come to her, rather than seek out people to kill. Her priests specialize in predicting doom - those of civilizations and of other individuals. Those seeking to slay or bring down another seek out Bumdool's priests to learn how to do so - if they do not fall prey to her traps and poisons in gaining such knowledge (truly, those who die were not wise enough to know the secrets they sought).

On Anwyre, I suggest moving her to "unaligned". She watches over the whirl of the world below, but believes in allowing things to unravel to their ultimate fate. She grants power and knowledge to those with strength and wisdom to seize it, but is apathetic to those who are unwilling to find their own way in the world. Those who worship her believe that as long as they persevere, the aid they need will be present when it is truly needed, and that every thing has its place and reason for being.

Most of the other gods I feel are pretty much spot on where they should be and "feel" right to me.
 

Heh, I knew I was missing something - missed the earth gods.

For my money, I say you roll Burgonis and Drumolt into one god ("Lord of Lofty Heights") and create a new god of the barren earth, perhaps:

Harridan: Cast out from his brethren, Harridan has a burning hatred for his kin. His touch brings lifelessness and thirst. He is ever surrounded by an unending storm of dust that flays the flesh of those he despises. He is the master of, and worshiped by the reptilian creatures of the world (and dragons) - who spill blood upon his parched sands in his name. Holy Color: Bleached White Holy Symbol: A pierced waterskin made of scaled hide.

<Edit> Ohhh, I just had a sinister, wonderful idea for Burgonis and Drumolt....they are one individual; carefree Burgonis by day, moody and dark Drumolt by night (or perhaps as Drumolt once a month after a month-long drinking binge).
 
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For weapons, I would rather see types & sizes represented. For types: piercing, slashing, bludgeoning. Size determines the base damage: tiny (d4), small (d6), medium (d8) & large (d10). Then the type gives a +1/2 in some circumstances. Piercing is better against soft armor. Slashing is better against unarmored. Bludgeoning is better against hard armor (& skeletons!).

To come back to this idea, how about nonlethal as the fourth weapon damage type?

Tiny weapons (1d4):
Hammer (bludgeoning)
Unarmed (nonlethal)
Dagger (piercing)
Kukri (slashing)

Small weapons (1d6):
Mace (bludgeoning)
Sap (nonlethal)
Shortspear (piercing)
Shortsword (slashing)

Medium weapons (1d8):
Flail (bludgeoning)
Club (nonlethal)
Rapier (piercing)
Longsword (slashing)

Large weapons (1d12):
Warhammer (bludgeoning)
Greatclub (nonlethal)
Longspear (piercing)
Greatsword (slashing)

Edit: Damage type (other than nonlethal, which is obvious) could either matter only against specific opponents (like skeletons that take half damage from piercing and double damage from bludgeoning) or affect critical hits like I wrote before.
 
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Maybe I didn't make myself very clear.

Compare:
  1. Str 17: +3 to everything strength based. (3e)
  2. Str 17: +2 to hit, +1 damage, +3 HP, +3 to Fort. Defense. (Your earlier post.)

The first is much simpler. The fact that the rule used to derive the ability modifier table (below) of 3e is (ability - 10)/2 doesn't really matter, just that the same ability modifier applies to everything using that ability.

Ahhhh.I see what you mean. So 17 Dex. (for example) is just "+3 to hit w/missles and AC". Str. 16 is just +2 to hit and damage and HP. I geddit.

Yes, that makes sense/is simpler.

Ok, I again managed to say something else than I meant...

If the rules are that 8 or lower give penalties and 15 or higher give penalties, what is the point of making a distinction between 9 and 14? I.e. almost everyone will be as good at dodging due to their dexterity if 9, 10, 11, 12, 13, 14 give neither bonuses or penalties.

Oh, I see. Since there is no bonus or penalty, the Reflex save (for the sake of example) is the same for someone with a Dex. 9 or/to a Dex. 14.

Well, if we're making it a "roll under" mechanic...maybe I change the "Defense" spread to, while still being class-based, is simply a base 1-4 in each category, then +Ability score. So all thieves have a base Ref. of 4 +Dex. score. Thus, 9, 10, 11, etc. still make a difference/have some effect on the character. But for the bonuses.penalties to hit and AC would still only apply to 8 and under or 15+.

It could not be said having a point or two to avoid a dragon's breath attack "doesn't matter" or is "as good." Many many a PC have met their end with a roll 1 off (above or below) what they needed.

Ok, so wouldn't it be better to define 12-13 (the likeliest result) as "above normal", so there would be less of a need to reroll?

I don't see why that would be necessary. The vast majority of the vast population is going to be "average" with marginal differences. The world is full of "normal" people...and adventurers are normal people too...but better at this or that.

Being exceptionally strong or fast enough to actually improve one's attacks or speed or what have you doesn't seem to me to need to be lower than 15.

Basically, what I mean is that a dragon could have a single attack value, e.g. +10 for a dragon of a certain color and size. Then the dragon could use its breath weapon and roll against the targets' Reflex, or use its roar (frightful presence) and roll against Will, or its bite and roll against AC/physical defense.

(That doesn't mean all monsters have to have one attack value. Young dragons, for example, might not yet have mastered their breath weapon very well and so had a lower attack bonus with it.)

That's not possible if typical dragon-hunting adventurers have Reflex and Will in the range 1-10 while their AC is 40-50, for example. Then they'd always be hit by the breath weapon and never by the bite.

I'm not sure how that would work...and I may be missing the point, but I can say with authority that the style/system I'm working on here will have nothing remotely close to ACs of 40 or 50! Yikes!

Individual characters should, of course, be better at some defenses, but the overall scale should be the same for that to work.

Annnnnd I've become lost again. Sorry.

The overall scale is the same.

Every Class A will have a starting Defense base of X (which I will now make 1-4) that will increase with level. Ability B with a score of Y receives Z bonus (1-4). Race choice may apply an additional bonus (not more than 1). Magic items might offer an additional bonus (I'm gonna go on a limb here and say 1-4 ;).

This should keep all scores, without gross misuse of the system (i.e. obscene doling out of magic items), below 20 (until characters get to very high levels, well beyond the scope of this beginner/start set).

That's how I like to play too. Unfortunately, it requires some extra work in 3e and even more so in 4e. The assumption of having a certain level of magic items is build in too tightly. :(

Yeah, we're not going to worry about that in this game. lol.

If a fighter's average hp is 5/level, but average damage only increases by 1/level then a duel between two equally experienced fighters takes longer the higher level they are.

Why would average damage be increasing per level?...and why does it take longer the higher level they are?

You might consider that a problem or maybe not. I know 3e combat tends to take more and more time at higher levels, which slows the game down. I don't usually want to spend the whole session running a single combat encounter.[/QUOTE]

No. Definitely not. We don't want to 'bog things down.'

I think that alignment is a great tool - for NPCs. They're as excellent a shorthand as defining them as lazy, war-like or insane. Defining an orc as chaotic and evil is fine. It's a quick way of saying he's impulsive, won't stick to his word and does bad things to others - using two words instead of twenty. You could add other terms - perhaps the orc is likewise cunning but proud. In four words, you've breathed more life into your orc than alignment could ever hope to do.

I don't think every NPC needs to be defined in terms of good and evil, law and chaos. Only those whose actions can really be rolled up into such actions. The local bartender may be just kind, whereas the local paladin is certainly good. The sheriff is a lawfully-minded individual. The alley-high roller cutpurse the party is trying to track down is chaotic and slippery, but neither definable as good or bad - perhaps he is simply craven and self-absorbed.

PCs would define themselves by one or more (four?) adjectives. The terms of alignment could among those, but many, many more might be available. Heroic, Untrustworthy, Calm, Berserk, Far-sighted, etc.

If these traits are strong enough then perhaps spells, magic items or creature abilities could be tied to utilize these traits. Perhaps a magic portal will only open to those who are far-sighted. A spell might protect against a greedy individual. A temple might bestow a blessing upon good individuals. Vile creatures might seek out agents of chaos to spread mayhem. And so on.

Great post/ideas. Can certainly work in a "pick 4 traits"...with one of those being "Alignment" and the rest more "personality" type stuff.

I really like Bumdool, but rather than simply make her evil, I'd rather see her as 'the Mistress of Dark Fates'. She's a poisoner and consorts with the dead, listening to their secrets as they drown in her bog. She's cruel and uncaring, but prefers victims to come to her, rather than seek out people to kill. Her priests specialize in predicting doom - those of civilizations and of other individuals. Those seeking to slay or bring down another seek out Bumdool's priests to learn how to do so - if they do not fall prey to her traps and poisons in gaining such knowledge (truly, those who die were not wise enough to know the secrets they sought).

All sounds good to me. No reason you couldn't do that with her.

On Anwyre, I suggest moving her to "unaligned". She watches over the whirl of the world below, but believes in allowing things to unravel to their ultimate fate. She grants power and knowledge to those with strength and wisdom to seize it, but is apathetic to those who are unwilling to find their own way in the world. Those who worship her believe that as long as they persevere, the aid they need will be present when it is truly needed, and that every thing has its place and reason for being.

I like it. but isn't this pretty much the case by making her "Neutral"? I suppose, by your description above, I could/should specify her clerics being permitted to be any alignment instead of Neutral or Good.

"Unaligned" is not going to be one of our 4 alignment options. That just always irked me (struck me as making a change for the sake of being stupid) "What's your Alignment?" "My alignment is that I am Unaligned." "Whuuuuut?"

Most of the other gods I feel are pretty much spot on where they should be and "feel" right to me.

Well thank ye. :)
-SD
 

OK. Something that should be simple. :) A little clearing of the dust and rubble.

4 Abilities:
Strength (Ftr. prime)
Dexterity (Thf. prime)
Intellect (MU prime)
Presence (Cle. prime)

Abilties scores 3 to 18.

Demi-humans.
Elves (available classes: Ftr, MU, Thf or Ftr/MU)
+1 to Int and +1 Dex (max possible 19 in each?)
Special Abilities:
Infra-/"low light" vision
Elvish skill: +1 to hit with short/long bows and short/long swords (rapiers if we have those in the list, but I think might be better saved for the next set/expanded list of weapons)
Keen Observation: Secret door location (1-4 on a d6)
Immunity to ghoul paralysis (just cuz I always thought it was cool :)

Dwarves (available classes: Cle, Ftr, Thf or Ftr/Cle)
+2 to Str.
Special Abilities:
Darkvision
Stonecraft (knowledge/determination of stone construction, direction and distance underground, slopes, etc.)
Dwarven Toughness: +1 to all Fort. Defense rolls
Ancestral Foes: +1 to hit rolls against orcs, +2 to hit and +2 to AC when fighting giants, ogres or trolls.

Halflings (avilable classes: Cle, Ftr, Thf or Ftr/Thf)
+2 to Dex. (-1 to Str due to size?)
Special Abilities:
Infra-/"low light" vision
+1 to hit with slings and short bows.
Halfling "Hiding": capable of avoiding notice as long as they have some cover and don't move, 1-4 on a d6 natural/rural outdoors, 1-2 underground/urban areas
Elusive size: Halflings receive an automatic +4 bonus to their AC when fighting against creatures larger than human-sized.
 

I don't see why that would be necessary. The vast majority of the vast population is going to be "average" with marginal differences. The world is full of "normal" people...and adventurers are normal people too...but better at this or that.

Being exceptionally strong or fast enough to actually improve one's attacks or speed or what have you doesn't seem to me to need to be lower than 15.

So someone with Str 11 is supposedly marginally stronger than someone with Str 10. Strength helps deal damage with a melee weapon. Is there a reason Str 11 doesn't give +1 damage, Str 12 +more, Str 18 +alot? If the reason is "numbers get too high", I guess that's good enough.

The overall scale is the same.

Every Class A will have a starting Defense base of X (which I will now make 1-4) that will increase with level. Ability B with a score of Y receives Z bonus (1-4). Race choice may apply an additional bonus (not more than 1). Magic items might offer an additional bonus (I'm gonna go on a limb here and say 1-4 ;).

This should keep all scores, without gross misuse of the system (i.e. obscene doling out of magic items), below 20 (until characters get to very high levels, well beyond the scope of this beginner/start set).

Ok, that was basically what I was after. I'm just mainly wondering how AC and the other defenses tie together. For example, is AC = Ref., if you wear no armor? Will AC increase at a similar rate as the other defenses when you level up?

Maybe armor should give +X AC, -Y Ref. instead of having any Dex limiting effect? Then you would basically just be trading one defense for another.

How about shields: do they improve Ref. defense?

Why would average damage be increasing per level?...and why does it take longer the higher level they are?

Well, even if damage / hit doesn't, average damage / turn could increase, if you either hit more often or get more attacks.

What I'm saying is that: Assuming level N character will have about NxC hp on average, he should also deal about NxD average damage / turn. Otherwise fights will take more and more turns the higher level the combatants are.

In theory that might make sense, but in practice it isn't fun. Also, more attacks/round doesn't really solve the problem, since that takes time too.
 

So someone with Str 11 is supposedly marginally stronger than someone with Str 10. Strength helps deal damage with a melee weapon. Is there a reason Str 11 doesn't give +1 damage, Str 12 +more, Str 18 +alot? If the reason is "numbers get too high", I guess that's good enough.

Yeah. That's pretty much what I'm going with. hahaha. "The numbers get too high." A bonus of 1-4 is sufficient and "average scores" don't need bonuses...they're average. Someone with a Str. of 11 doesn't make them significantly enough "better/stronger" than 10 to warrant a bonus. They will hit as they will hit (the dice say so). As for the "why 15 and not 14" it simply is, I'm going with 1-4 bonuses and starting with 4 at 18, gets down to 1 at 15. Gotta draw the line somewhere...and that line is between 14 and 15.

Ok, that was basically what I was after. I'm just mainly wondering how AC and the other defenses tie together.

Do that have to? If they do, then why bother having separate defenses in the first place?

For example, is AC = Ref., if you wear no armor?

Well...no...I don't think. Your Ref. is your ability plus Dex. mod's...right? Your Ac would be...whatever the starting/case/unarmored AC is plus just your Dex. mod. So, no, they wouldn't be the same.

Will AC increase at a similar rate as the other defenses when you level up?

No. AC is your armor and Dex. mods. If you get better/stronger armor, then sure it'll increase. But I can see no justification to increase it automatically every level...when you're still wearing the same armor and your Dex. hasn't changed.

Maybe armor should give +X AC, -Y Ref. instead of having any Dex limiting effect? Then you would basically just be trading one defense for another.

This strikes me as unnecessarily complicated, and unsupported by any kind of flavor/fluff. Leather does nothing to inhibit one's movement. Chain does very little. Plate, yes. But I see no logical reason that leather (or any other) armor should detract from one's Reflex rolls.

How about shields: do they improve Ref. defense?

Nah. Again, I don't see the "flavor-logic" there. Ducking down behind your shield to avoid a dragonbreath is not the same as diving out of the way.

Well, even if damage / hit doesn't, average damage / turn could increase, if you either hit more often or get more attacks.

What I'm saying is that: Assuming level N character will have about NxC hp on average, he should also deal about NxD average damage / turn. Otherwise fights will take more and more turns the higher level the combatants are.

Well, additional attacks are certainly going to be possible with increasing levels, as the characters (fighters, pretty much) increase in skill, not every level though. And yes, one's "to hit" should be going up (in the case of fighters, as far as I'm thinking, every level) so one's chances of hitting will increase...this does not automatically translate to "more damage" but it is the potential for dealing more. How this translates to "more and more turns" I don't understand.

The higher level the opponent, the longer the combat SHOULD take. They will probably be/have higher AC (harder to hit). The more HP they will have. They will likely be hitting as well as if not better than the PCs they are fighting, potentially dealing more damage/round. I don't see how any of this is "bogging things down" or having a combat take more turns is somehow "undesirable."

In theory that might make sense, but in practice it isn't fun. Also, more attacks/round doesn't really solve the problem, since that takes time too.

I'm not sure I'm seeing where your issue is here...other than somehow the game is being "slowed down"?

How much time are we talkin' here? Are we really suggesting that waiting for someone to roll 2 dice (or the same die twice) instead of 1/once is an inconvenience? That it "slows the game down" to some kind of unacceptable/untolerable speed? Are we really at that stage in our gaming [or larger] society? Really?

Roll the dice. Pick it up. Roll again. It really is....just that. Takes the time it took you to read this line. Where's the issue?

But, you a larger point that you may or may not be lookign to make...Combat. Really need to think about and lay down the "rules" for "All Fours Combat"...

--SD
 

Just a couple of points.

NO IT DOESN'T!!! How many times do we have to bash people in the head with the facts before they'll finally 'get' that plate armor is no more restrictive than mail? (And that mail does not clank!)

Reflex save vs. area attacks. This is always written that the character dives out of the way if they make their roll. But I've never seen a rule that makes the character actually do so. They (theoretically) dive out of harm's way, but actually remain standing right where they were: in the middle of that firey breath or whatever.

More nits than anything else, but a bit of proper flavor text, or something, really needs to be used to deal with them. But that's for the actual Combat Rules to do. :angel:
 

Just a couple of points.

NO IT DOESN'T!!! How many times do we have to bash people in the head with the facts before they'll finally 'get' that plate armor is no more restrictive than mail? (And that mail does not clank!)

Well, it isn't exactly quiet either...

[ame=http://www.youtube.com/watch?v=h9xZ3XnWKpg&feature=related]SCA 2008 Darach Armored Finals Sven vs Rhys - YouTube[/ame]
 

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