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All Fours: the Rule of Fours? the Game of Fours?
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<blockquote data-quote="steeldragons" data-source="post: 5746312" data-attributes="member: 92511"><p>So, back to PC creation.</p><p></p><p><u><strong>"Choose Your Weapons"</strong></u></p><p>To review, weapons presented for starting set/players:</p><p></p><p>4 Weapon Categories</p><p><strong>Swords:</strong> Two-handed (d12), Longsword (d8), Scimitar (d8), Short sword (d6)</p><p> <strong>Bludgeoning:</strong> War Hammer (2-handed, d10), Mace (d8), Morningstar (d8), Staff (d6)</p><p> <strong>Missile</strong> (all except sling are 2-handed): Crossbow (d8), Longbow (d6), Shortbow (d6), Sling (d4)</p><p> <strong>Miscellaneous/Other:</strong> Battle Axe (2-handed, d12), Hand Axe or Hammer (d8), Spear (2-handed, d6), Dagger (d4)</p><p></p><p>You may not wield a shield (add it to your AC) and a 2-handed weapon at the same time. </p><p></p><p>There's a standard -4 to hit roll if using a weapon in which you are not proficient.</p><p></p><p>Ok, so:</p><p><strong>Fighter</strong>: 4 Weapon Proficiencies to start. Gain 1/level.</p><ul> <li data-xf-list-type="ul">Fighters may be proficient with weapons from any Weapon Category.</li> <li data-xf-list-type="ul">Fighters may take 2 slots to "specialize" (+1 to hit and damage) with a melee weapon. They may expend addition slots to increase these bonuses +1/slot to either "to hit" OR "damage" a maximum of +3 in each. (These bonuses apply in addition to the PC's Strength bonus, if any.)</li> </ul><p>Thief: 3 Weapon Proficiencies. Gain 1 every other level (3rd, 5th, etc.).</p><p></p><ul> <li data-xf-list-type="ul">Thieves may be proficient in any Missile Weapon and any single-handed weapons.</li> <li data-xf-list-type="ul">Thieves may take 2 slots to specialize in any Missile Weapon (+1 to hit and damage). This bonus cannot be increased beyond 1 but is added to any Agility modifiers (to hit with missile weapons)</li> </ul><p>Cleric: 2 Weapon Proficiencies. Gain 1 every other level.</p><p></p><ul> <li data-xf-list-type="ul">Clerics may only use weapons from the Bludgeoning List or single-handed Hammers (from the Misc. List).</li> </ul><p>Magic-user: 1 Weapon Proficiency to start. Gain 1 every 3 levels (4th, 7th, etc.)</p><p>MUs have no interest in the use of arms and may only become proficient with the simplest following weapons: Staff, Dagger, Sling</p><p></p><p>Conversely, I'm thinking for (Non-Weapon) Skills will be gathered as follows:</p><p>Magic-user: 4 to start +1 every level</p><p>Cleric: 3 to start +1 every other level</p><p>Thief: 2 to start +1 every level</p><p>Fighter: 1 to start +1 every other level</p><p></p><p>I'll start outlining my 4-blocks for "Skills" (which I'm basically thinking of as a big ole mish-mash of old Non-Weapon Proficiencies, Skills and Feats) in the next post.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5746312, member: 92511"] So, back to PC creation. [U][B]"Choose Your Weapons"[/B][/U] To review, weapons presented for starting set/players: 4 Weapon Categories [B]Swords:[/B] Two-handed (d12), Longsword (d8), Scimitar (d8), Short sword (d6) [B]Bludgeoning:[/B] War Hammer (2-handed, d10), Mace (d8), Morningstar (d8), Staff (d6) [B]Missile[/B] (all except sling are 2-handed): Crossbow (d8), Longbow (d6), Shortbow (d6), Sling (d4) [B]Miscellaneous/Other:[/B] Battle Axe (2-handed, d12), Hand Axe or Hammer (d8), Spear (2-handed, d6), Dagger (d4) You may not wield a shield (add it to your AC) and a 2-handed weapon at the same time. There's a standard -4 to hit roll if using a weapon in which you are not proficient. Ok, so: [B]Fighter[/B]: 4 Weapon Proficiencies to start. Gain 1/level. [LIST] [*]Fighters may be proficient with weapons from any Weapon Category. [*]Fighters may take 2 slots to "specialize" (+1 to hit and damage) with a melee weapon. They may expend addition slots to increase these bonuses +1/slot to either "to hit" OR "damage" a maximum of +3 in each. (These bonuses apply in addition to the PC's Strength bonus, if any.) [/LIST] Thief: 3 Weapon Proficiencies. Gain 1 every other level (3rd, 5th, etc.). [LIST] [*]Thieves may be proficient in any Missile Weapon and any single-handed weapons. [*]Thieves may take 2 slots to specialize in any Missile Weapon (+1 to hit and damage). This bonus cannot be increased beyond 1 but is added to any Agility modifiers (to hit with missile weapons) [/LIST] Cleric: 2 Weapon Proficiencies. Gain 1 every other level. [LIST] [*]Clerics may only use weapons from the Bludgeoning List or single-handed Hammers (from the Misc. List). [/LIST] Magic-user: 1 Weapon Proficiency to start. Gain 1 every 3 levels (4th, 7th, etc.) MUs have no interest in the use of arms and may only become proficient with the simplest following weapons: Staff, Dagger, Sling Conversely, I'm thinking for (Non-Weapon) Skills will be gathered as follows: Magic-user: 4 to start +1 every level Cleric: 3 to start +1 every other level Thief: 2 to start +1 every level Fighter: 1 to start +1 every other level I'll start outlining my 4-blocks for "Skills" (which I'm basically thinking of as a big ole mish-mash of old Non-Weapon Proficiencies, Skills and Feats) in the next post. [/QUOTE]
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