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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: 5746345" data-attributes="member: 92511"><p><strong>All Fours Skills</strong></p><p></p><p>For the purposes of this thread and the presentation of this fictional "new D&D" design, "Skills" refers to non-weapon abilities that overlap several previous edition concepts from "Secondary Skills" to "Feats".</p><p></p><p>They will be categorized and broken up, naturally, in blocks of 4. For their introduction to the game, a new player (or PC) does not need to be presented with more than that. I am also, at the moment, leaning away from the idea of "building" Skills (i.e. you must have this or that skill FIRST before you can take/be trained in this other one). But considering we are talking about PCs levels 1-4 here, that isn't much of a problem.</p><p></p><p>Each Skill will be assigned a "cost" (the number of slots a PC needs to have to take the Skill) from 1-4.</p><p></p><p>As previously posted, PCs have the following Skill slots to begin:</p><p>Magic-user: 4 (+1 every level)</p><p>Cleric: 3 (+1 every other level)</p><p>Thief: 2 (+1 every level)</p><p>Fighter: 1 (+1 every other level)</p><p></p><p>The player <em>may</em> be awarded additional slots for a high "Smarts" score, which is something I have to hammer down and work out. But, right now, I'm thinking that will probably be a static +1 to (say it with me!) +4 additional skills at the start of play and not applicable in additional levels.</p><p></p><p>Note: There is no rule that says the PC must expend their slots at any given time. A player may hold on to Skill slots and accrue them as they increase in level to choose skills with a higher cost, as they wish.</p><p></p><p>Beginning Skills Available to Fighters:</p><p><strong>Dual Wielding:</strong> cost 2. May attack with a single-handed weapon (with which the fighter is proficient!) in each hand without penalty.</p><p><strong></strong></p><p><strong>Rapid Firing: </strong>cost 1. The Fighter may reload any missile weapon with which he is proficient faster. Gains extra attacks. Fire 3 arrows every 2 rounds for Long or Short Bows. 1 per round (instead of 1 every other round) with crossbows.</p><p></p><p><strong>Shield Fighting:</strong> cost 2. Fighter is proficient with the use of a single-handed weapon and shield in unison/as a weapon. Gain an additional attack/round. A hit does d6 (+Strength bonus) of bludgeoning damage. [<em>Note: a Fighter does </em><strong>not</strong><em> need to take Shield Fighting to simply use a shield for defense!</em>]</p><p><strong></strong></p><p><strong>True Striking:</strong> cost 1. Fighter is very skilled with her weapons and<em> may choose,</em> for each attack<em>,</em> to add +1 to their hit <em><strong>or</strong></em> damage roll (<em>declared before the die is cast!</em>) with any melee weapon with which she is proficient (whether specialized in the weapon or not). This bonus does "stack" with any Strength bonus and/or Specialization, expending multiple Skill slots in True Striking does not. In other words, one cannot take this Skill more than once.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5746345, member: 92511"] [b]All Fours Skills[/b] For the purposes of this thread and the presentation of this fictional "new D&D" design, "Skills" refers to non-weapon abilities that overlap several previous edition concepts from "Secondary Skills" to "Feats". They will be categorized and broken up, naturally, in blocks of 4. For their introduction to the game, a new player (or PC) does not need to be presented with more than that. I am also, at the moment, leaning away from the idea of "building" Skills (i.e. you must have this or that skill FIRST before you can take/be trained in this other one). But considering we are talking about PCs levels 1-4 here, that isn't much of a problem. Each Skill will be assigned a "cost" (the number of slots a PC needs to have to take the Skill) from 1-4. As previously posted, PCs have the following Skill slots to begin: Magic-user: 4 (+1 every level) Cleric: 3 (+1 every other level) Thief: 2 (+1 every level) Fighter: 1 (+1 every other level) The player [I]may[/I] be awarded additional slots for a high "Smarts" score, which is something I have to hammer down and work out. But, right now, I'm thinking that will probably be a static +1 to (say it with me!) +4 additional skills at the start of play and not applicable in additional levels. Note: There is no rule that says the PC must expend their slots at any given time. A player may hold on to Skill slots and accrue them as they increase in level to choose skills with a higher cost, as they wish. Beginning Skills Available to Fighters: [B]Dual Wielding:[/B] cost 2. May attack with a single-handed weapon (with which the fighter is proficient!) in each hand without penalty. [B] Rapid Firing: [/B]cost 1. The Fighter may reload any missile weapon with which he is proficient faster. Gains extra attacks. Fire 3 arrows every 2 rounds for Long or Short Bows. 1 per round (instead of 1 every other round) with crossbows. [B]Shield Fighting:[/B] cost 2. Fighter is proficient with the use of a single-handed weapon and shield in unison/as a weapon. Gain an additional attack/round. A hit does d6 (+Strength bonus) of bludgeoning damage. [[I]Note: a Fighter does [/I][B]not[/B][I] need to take Shield Fighting to simply use a shield for defense![/I]] [B] True Striking:[/B] cost 1. Fighter is very skilled with her weapons and[I] may choose,[/I] for each attack[I],[/I] to add +1 to their hit [I][B]or[/B][/I] damage roll ([I]declared before the die is cast![/I]) with any melee weapon with which she is proficient (whether specialized in the weapon or not). This bonus does "stack" with any Strength bonus and/or Specialization, expending multiple Skill slots in True Striking does not. In other words, one cannot take this Skill more than once. [/QUOTE]
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