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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: 5747225" data-attributes="member: 92511"><p>yeah, I'm inclined to think/say the 20-sided die is a sacred cow I am unwilling to sacrifice.</p><p></p><p></p><p></p><p>You <em>can't</em>?! Why NOT?! lol. (and nice job on the intended pun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yeah, ya know, in looking at/thinking about it...in my own games, I'm more likely to let the player just choose, let alone roll themselves. </p><p></p><p>And there's some wiggle room for multiple options here.</p><p> </p><p>Given our running "theme/style", forget rolling for number of spells to start...ALL MUs begin play with 4 spells in their spellbook.</p><p></p><p>Option 1: For those Players who like to do lotsa rolling/let the dice fall where they may: roll d4, 4 times: Result 1: Utility, 2: Defense, 3: Offense, 4: Players Choice. On rolls 1-3, then roll a d4 to see what spell on the list you receive. Again, the DM should make allowances (for the particularly unlucky player) to swap out one result so the player may begin with at least ONE Offensive spell...if the player so desires.</p><p></p><p>Option 2: Just let the player PICK 1 spell from each category (Utility, Defense, Offense). Then to randomly generate the 4th spell, the player rolls d6: 1 or 4: another Utility spell, 2 or 5: Defense, 3 or 6: Offense. Then pick or roll d4 to determine the final spell.</p><p></p><p>Option two offers the best of both worlds, player choice and getting to roll some dice.</p><p></p><p>It should also be noted that I (as I do and have in my games for quite some time) allow Int. modifiers by applied to number of spells cast-able per day. </p><p></p><p>So a 1st level MU does not have 1 1stlvl spell and they're done.</p><p></p><p>A MU 1 would have a beginning base of 2 cantrips/1 1stlvl spell. </p><p></p><p>Int. modifiers (assuming a 3-18 ability score spread, since that's what I've always had): Int. 15: +2 cantrips/day, 16: +1 1st level spell, 17: +1 2nd level spell, 18: +1 1st AND +1 2nd<em><strong> OR</strong></em> +1 3rd level (player's choice when studying/memorizing for the day).</p><p></p><p>Obviously (or maybe not so obvious, as I've had to correct players in the past), the bonus spells are only applicable once the MU can cast that level of spell. I have had the occasional MU PC with high Int. attempt to start play at 1st level with their: 4 cantrips/2 first/1 second and1 third. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> My but they do get grouchy when I say "Uhhhh, nuh-no." hahaha.</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5747225, member: 92511"] yeah, I'm inclined to think/say the 20-sided die is a sacred cow I am unwilling to sacrifice. You [I]can't[/I]?! Why NOT?! lol. (and nice job on the intended pun ;) Yeah, ya know, in looking at/thinking about it...in my own games, I'm more likely to let the player just choose, let alone roll themselves. And there's some wiggle room for multiple options here. Given our running "theme/style", forget rolling for number of spells to start...ALL MUs begin play with 4 spells in their spellbook. Option 1: For those Players who like to do lotsa rolling/let the dice fall where they may: roll d4, 4 times: Result 1: Utility, 2: Defense, 3: Offense, 4: Players Choice. On rolls 1-3, then roll a d4 to see what spell on the list you receive. Again, the DM should make allowances (for the particularly unlucky player) to swap out one result so the player may begin with at least ONE Offensive spell...if the player so desires. Option 2: Just let the player PICK 1 spell from each category (Utility, Defense, Offense). Then to randomly generate the 4th spell, the player rolls d6: 1 or 4: another Utility spell, 2 or 5: Defense, 3 or 6: Offense. Then pick or roll d4 to determine the final spell. Option two offers the best of both worlds, player choice and getting to roll some dice. It should also be noted that I (as I do and have in my games for quite some time) allow Int. modifiers by applied to number of spells cast-able per day. So a 1st level MU does not have 1 1stlvl spell and they're done. A MU 1 would have a beginning base of 2 cantrips/1 1stlvl spell. Int. modifiers (assuming a 3-18 ability score spread, since that's what I've always had): Int. 15: +2 cantrips/day, 16: +1 1st level spell, 17: +1 2nd level spell, 18: +1 1st AND +1 2nd[I][B] OR[/B][/I] +1 3rd level (player's choice when studying/memorizing for the day). Obviously (or maybe not so obvious, as I've had to correct players in the past), the bonus spells are only applicable once the MU can cast that level of spell. I have had the occasional MU PC with high Int. attempt to start play at 1st level with their: 4 cantrips/2 first/1 second and1 third. :confused: My but they do get grouchy when I say "Uhhhh, nuh-no." hahaha. --SD [/QUOTE]
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