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
All Fours: the Rule of Fours? the Game of Fours?
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="steeldragons" data-source="post: 5747241" data-attributes="member: 92511"><p>So, it seems, on the Ability front we have 2 votes for "keep it the original 6 abilities"...using the 4d6, drop one, arrange (or in order, depending on the DM).</p><p></p><p>I don't mind this, it certainly makes things easy for people/players who have played before. But it kinda flies in the face of "All Fours" that the most basic framework of the character gets 6 attributes instead of 4...</p><p></p><p>Would it be "easier", more palatable, for people to accept 4 Abilities by keeping the original terms (no reason we have to reword everything, right?): Strength, Dexterity, Intelligence, Presence (still combining Wis. and Cha. so the cleric still gets their own main attribute)?</p><p></p><p>Bonuses (assuming an 18 max Ability score)</p><p>Strength/Body (Str.): 15: +1 to hit, +1 HP (since Con. gets lumped in with Str.), +1 to Fort. Defense; 16: +1 to hit, +1 damage, +2 HP, +2 to Fort. Defense; 17: +2 to hit, +1 damage, +3 HP, +3 to Fort. Defense; 18: +2 to hit, +2 damage, +4 HP, +4 to Fort. Defense.</p><p></p><p>Dexterity/Agility (Dex.): 15: +1 to hit with missile wpns, +1 to AC AND Reflex Defense; 16: +2 to hit w/missiles, +2 AC & Ref. Defense; 17: +3 to hit w/missiles, +3 AC & Ref. Defense; 18: +4 to hit w/missiles, +4 AC & Ref. Defense.</p><p></p><p>Intelligence/Mind (Int.): 15: +2 0lvl spells/day, +1 Skill point; 16: +1 1stlvl spell/day, +2 Skill points; 17: +1 2ndlvl spell/day, +3 Skill points; 18: +1 1st <em>and</em> +1 2nd <em>OR</em> +1 3rd lvl spells/day (player's choice), +4 Skill points</p><p>(<em>Note: the bonus Skill points are applied at beginning of play/character creation </em><strong>not</strong><em> applied every level</em>) </p><p></p><p>So a MU with 17 Int. will begin play capable of casting 4 0lvl/2 1lvl spells per day. The MU's bonus 2lvl spell will be added when the PC achieves 3rd lvl, when they can cast 2lvl spells.</p><p></p><p>Presence/Heart (Pre.): 15:+1 1stlvl spell/day, +1 to Will Defense; 16: +1 1stlvl spell/day, +2 to Will Defense; 17: +1 2ndlvl spell/day, +3 to Will Defense; 18: +1 1st<em> and</em> +1 2nd <em>OR </em>+1 3rdlvl spell/day (player's choice), +4 to Will Defense</p><p>(<em>Note: bonus spells from high Presence scores are for Clerics only! [at least as far as this stage. They will be applicable to Bards and Druids when these classes are introduced in the next tier]</em>) </p><p></p><p>So a Cle with 17 Presence (Pre.) will be capable of casting 3 1lvl spells per day.</p><p></p><p>Beginning Defenses (PC levels 1-4) </p><p></p><p>CLERIC</p><p>Fortitude: 8</p><p>Reflex: 4</p><p>Will: 12</p><p></p><p>FIGHTER</p><p>Fortitude: 12</p><p>Reflex: 8</p><p>Will: 4</p><p></p><p>MAGIC-USER</p><p>Fortitude: 4</p><p>Reflex: 8</p><p>Will: 12</p><p></p><p>THIEF</p><p>Fortitude: 8</p><p>Reflex: 12</p><p>Will: 4</p><p></p><p>AC, of course is dependent on one's armor +Dex. modifier (if any of those apply). Starting with a base of 2. with a max possible of 18 (without magical assistance).</p><p></p><p>For armors, I'm thinking:</p><p>Leather=base AC of 4</p><p>some form of armor better than Leather but less than Chain= base AC 8</p><p>Chain=base AC 12</p><p>Plate=base AC 16 (and negates Dex. bonuses to AC)</p><p></p><p>Shield adds +1.</p><p></p><p>OR (for those who like more math)</p><p>Leather= +4 to the AC 2 base (effective AC=6?)</p><p>next armor= +8 (effective AC=10)</p><p>Chain= +12 (effective AC=14)</p><p>Plate= +16 (effective starting AC=18 but still negates Dex. modifiers)</p><p></p><p>Shiled still adds +1.</p><p></p><p>So a Fighter in non-magical Plate, with a shield, has an AC of 19.</p><p></p><p>hmmm...yeah...well, we'd have to make Plate VERY cumbersome/detrimental to movement, negates Dex. bonuses, </p><p>Combat</p><p>Roll "to hit" on a d20.</p><p></p><p>You need to roll the target's AC or higher.</p><p></p><p>A roll of 20 still always hits. A roll of 1 still always misses (since you can still hit a person/creature who is completely unarmored with no Dex. adjustments on a 2).</p><p></p><p>I dunno...is that all too wonky/complicated.</p><p></p><p>You'll have to forgive my ignorance. I have absolutely NO idea how the whole 3e "BAB" thing works or its relation to AC or anything like that.</p><p></p><p>I'm basically just looking at the AD&D/2e THAC0 and flipping it upside down so higher AC is better instead of lower (though I personally never had any issues with THAC0 or trying to get one's AC low).</p><p></p><p>But am interested in keeping "bonuses" [instead of penalties] and "+ to whatever" instead of some "bonuses" being "+" for some things and "-" for others.) Again, we're trying to keep things "simple" for the new player (and in 4's <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>I want to maintain that "rolling HIGH is good" thing for combat. Keep that sense of utter ecstasy and elation when you see that Natural 20 come up on your roll. </p><p></p><p>I dunno...so, ok. What do we think about the 3-18 spread for Abiltiy scores? Can we "get down with" the 4 Ability model instead of the 6?</p><p></p><p>And how in the Nine Hells should combat work?! hahaha.</p><p></p><p>Gooooooood mornnnnnin' ENworld!</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5747241, member: 92511"] So, it seems, on the Ability front we have 2 votes for "keep it the original 6 abilities"...using the 4d6, drop one, arrange (or in order, depending on the DM). I don't mind this, it certainly makes things easy for people/players who have played before. But it kinda flies in the face of "All Fours" that the most basic framework of the character gets 6 attributes instead of 4... Would it be "easier", more palatable, for people to accept 4 Abilities by keeping the original terms (no reason we have to reword everything, right?): Strength, Dexterity, Intelligence, Presence (still combining Wis. and Cha. so the cleric still gets their own main attribute)? Bonuses (assuming an 18 max Ability score) Strength/Body (Str.): 15: +1 to hit, +1 HP (since Con. gets lumped in with Str.), +1 to Fort. Defense; 16: +1 to hit, +1 damage, +2 HP, +2 to Fort. Defense; 17: +2 to hit, +1 damage, +3 HP, +3 to Fort. Defense; 18: +2 to hit, +2 damage, +4 HP, +4 to Fort. Defense. Dexterity/Agility (Dex.): 15: +1 to hit with missile wpns, +1 to AC AND Reflex Defense; 16: +2 to hit w/missiles, +2 AC & Ref. Defense; 17: +3 to hit w/missiles, +3 AC & Ref. Defense; 18: +4 to hit w/missiles, +4 AC & Ref. Defense. Intelligence/Mind (Int.): 15: +2 0lvl spells/day, +1 Skill point; 16: +1 1stlvl spell/day, +2 Skill points; 17: +1 2ndlvl spell/day, +3 Skill points; 18: +1 1st [I]and[/I] +1 2nd [I]OR[/I] +1 3rd lvl spells/day (player's choice), +4 Skill points ([I]Note: the bonus Skill points are applied at beginning of play/character creation [/I][B]not[/B][I] applied every level[/I]) So a MU with 17 Int. will begin play capable of casting 4 0lvl/2 1lvl spells per day. The MU's bonus 2lvl spell will be added when the PC achieves 3rd lvl, when they can cast 2lvl spells. Presence/Heart (Pre.): 15:+1 1stlvl spell/day, +1 to Will Defense; 16: +1 1stlvl spell/day, +2 to Will Defense; 17: +1 2ndlvl spell/day, +3 to Will Defense; 18: +1 1st[I] and[/I] +1 2nd [I]OR [/I]+1 3rdlvl spell/day (player's choice), +4 to Will Defense ([I]Note: bonus spells from high Presence scores are for Clerics only! [at least as far as this stage. They will be applicable to Bards and Druids when these classes are introduced in the next tier][/I]) So a Cle with 17 Presence (Pre.) will be capable of casting 3 1lvl spells per day. Beginning Defenses (PC levels 1-4) CLERIC Fortitude: 8 Reflex: 4 Will: 12 FIGHTER Fortitude: 12 Reflex: 8 Will: 4 MAGIC-USER Fortitude: 4 Reflex: 8 Will: 12 THIEF Fortitude: 8 Reflex: 12 Will: 4 AC, of course is dependent on one's armor +Dex. modifier (if any of those apply). Starting with a base of 2. with a max possible of 18 (without magical assistance). For armors, I'm thinking: Leather=base AC of 4 some form of armor better than Leather but less than Chain= base AC 8 Chain=base AC 12 Plate=base AC 16 (and negates Dex. bonuses to AC) Shield adds +1. OR (for those who like more math) Leather= +4 to the AC 2 base (effective AC=6?) next armor= +8 (effective AC=10) Chain= +12 (effective AC=14) Plate= +16 (effective starting AC=18 but still negates Dex. modifiers) Shiled still adds +1. So a Fighter in non-magical Plate, with a shield, has an AC of 19. hmmm...yeah...well, we'd have to make Plate VERY cumbersome/detrimental to movement, negates Dex. bonuses, Combat Roll "to hit" on a d20. You need to roll the target's AC or higher. A roll of 20 still always hits. A roll of 1 still always misses (since you can still hit a person/creature who is completely unarmored with no Dex. adjustments on a 2). I dunno...is that all too wonky/complicated. You'll have to forgive my ignorance. I have absolutely NO idea how the whole 3e "BAB" thing works or its relation to AC or anything like that. I'm basically just looking at the AD&D/2e THAC0 and flipping it upside down so higher AC is better instead of lower (though I personally never had any issues with THAC0 or trying to get one's AC low). But am interested in keeping "bonuses" [instead of penalties] and "+ to whatever" instead of some "bonuses" being "+" for some things and "-" for others.) Again, we're trying to keep things "simple" for the new player (and in 4's :) ) I want to maintain that "rolling HIGH is good" thing for combat. Keep that sense of utter ecstasy and elation when you see that Natural 20 come up on your roll. I dunno...so, ok. What do we think about the 3-18 spread for Abiltiy scores? Can we "get down with" the 4 Ability model instead of the 6? And how in the Nine Hells should combat work?! hahaha. Gooooooood mornnnnnin' ENworld! --SD [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
All Fours: the Rule of Fours? the Game of Fours?
Top