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All Fours: the Rule of Fours? the Game of Fours?
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<blockquote data-quote="Hassassin" data-source="post: 5747292" data-attributes="member: 6675228"><p>I'm definitely for 4 abilities. Even Str/Dex/Int/Cha would work for naming after slight redefinition of their scopes, but Presence also sounds fine. I prefer Dexterity, since there doesn't seem to be a real reason to change it.</p><p></p><p></p><p></p><p>This seems very complicated. Is there a reason not to use 3e+ like modifiers that apply universally? Either a rule like 3e/4e (ability - 10)/2 or a custom modifier table would be easier to understand and memorize. Although getting something at each ability point instead of every other would be a welcome change...</p><p></p><p>Starting bonuses at 15 also means (assuming 4d6 drop lowest and no rerolling) that one in three PCs has <strong>no bonuses due to any abilities</strong>.</p><p></p><p>Also, how about penalties due to low abilities?</p><p></p><p></p><p></p><p>It would be great to unify all the four defenses so that 15 AC and 15 Fort would be "as good". That way a trip or a dragon's breath weapon could simply be an attack roll against Reflexes, and a vampire's dominating gaze an attack against Will.</p><p></p><p>This is one thing I think 4e improved, but still somehow didn't perfect. For instance, I don't like the nomenclature: "AC defense" vs. "Reflex defense"? They also built in the magic item progression even more tightly than in 3e and inflated the numbers somewhat.</p><p></p><p>In any case, it would probably be a good idea to figure out a rough level progression for attack rolls and then base the speed of progression for defenses on that.</p><p></p><p></p><p></p><p>I think the starting point should be figuring out what sort of bonus on rolls is "good" what "awesome" and so on. And it would be great for players if they knew +10 attack and +10 in whatever else are "equally good" in some sense.</p><p></p><p>(I.e. I like universal mechanics.)</p><p></p><p>E.g. in 3e a good attack bonus increases by one each level. A 1st level fighter might have +5 to attack and a 11th level one +15 (ignoring magic, feats etc.). If a fighter should hit another fighter around half the time, then a 1st level fighter should have about 15 AC and an 11th level one about 25.</p><p></p><p>In practice there's also hit points vs. damage to consider.</p><p></p><p></p><p></p><p>4 abilities, the rest isn't that important. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Hassassin, post: 5747292, member: 6675228"] I'm definitely for 4 abilities. Even Str/Dex/Int/Cha would work for naming after slight redefinition of their scopes, but Presence also sounds fine. I prefer Dexterity, since there doesn't seem to be a real reason to change it. This seems very complicated. Is there a reason not to use 3e+ like modifiers that apply universally? Either a rule like 3e/4e (ability - 10)/2 or a custom modifier table would be easier to understand and memorize. Although getting something at each ability point instead of every other would be a welcome change... Starting bonuses at 15 also means (assuming 4d6 drop lowest and no rerolling) that one in three PCs has [B]no bonuses due to any abilities[/B]. Also, how about penalties due to low abilities? It would be great to unify all the four defenses so that 15 AC and 15 Fort would be "as good". That way a trip or a dragon's breath weapon could simply be an attack roll against Reflexes, and a vampire's dominating gaze an attack against Will. This is one thing I think 4e improved, but still somehow didn't perfect. For instance, I don't like the nomenclature: "AC defense" vs. "Reflex defense"? They also built in the magic item progression even more tightly than in 3e and inflated the numbers somewhat. In any case, it would probably be a good idea to figure out a rough level progression for attack rolls and then base the speed of progression for defenses on that. I think the starting point should be figuring out what sort of bonus on rolls is "good" what "awesome" and so on. And it would be great for players if they knew +10 attack and +10 in whatever else are "equally good" in some sense. (I.e. I like universal mechanics.) E.g. in 3e a good attack bonus increases by one each level. A 1st level fighter might have +5 to attack and a 11th level one +15 (ignoring magic, feats etc.). If a fighter should hit another fighter around half the time, then a 1st level fighter should have about 15 AC and an 11th level one about 25. In practice there's also hit points vs. damage to consider. 4 abilities, the rest isn't that important. :D [/QUOTE]
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