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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: 5747791" data-attributes="member: 92511"><p>I like this...I was trying to come up with a way to break spells down into four categories *specifically for a 16 spell/level spread, as you suggest!) but my mind was stuck on a loop of the "Offense/Defense/Utility" model and a 4th one just didn't come to mind.</p><p></p><p>Thanks!</p><p> </p><p></p><p></p><p>This is partially true. The "Skill" break down I was using IS to supply Class abilities. Then there would be another set of skills, "General Skills", that could be taken by any/all classes. Possibly broken into the 4 categories as Hassassin suggested a few posts ago. So a PC could be taylored to the player's liking and you could have an MU with "Athletics", for example, or a Thief who takes a bunch of "Knoweldge-related skills" or a Fighter who is good at/likes to use "Presence-based skills" (diplomacy, intimidate, etc.).</p><p></p><p>As I said, "Skills" in this model wouldbe covering lots of "extras" that have been added/used (and, I daresay, made more complicated) throughout several editions. So things like 'Feats" would, for this system model, be considered "Skills", some "Non-Weapon Proficiencies" a la 2e would be considered "Skills". They'd all be cataloged on the character sheet as "Skills".</p><p></p><p>So the player needn't track Class Abilities, and Skills, and Feats, and/or (blech) "Powers." Some Skills, as I presented, are Class dependent/universally possible within a class...but the chances of having 2 PCs (or encountering NPCs) with the exact same set of abilities is unlikely.</p><p></p><p>There will be certain things, like the MU "Read Magic" that is a "Skill" but given automatically (doesn't require expending any Skill points/slots). I am leaning toward thinking I 'd like to keep it 1/class, but then, Thieves get their 4 Thieves' Abilities automatically...on the other hand, that goes with the archetype of a Rogue character (the "skill monkey") and every class should not be that.</p><p></p><p>I'm trying to maintain the old archetypes: the Fighter fights, the MU has/uses spells, the Thief has their skills and the Cleric...well, the cleric does what clerics do, I suppose...ah! Has power of arms and magic to support/protect/bolster themselves and others. <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></blockquote><p></p>
[QUOTE="steeldragons, post: 5747791, member: 92511"] I like this...I was trying to come up with a way to break spells down into four categories *specifically for a 16 spell/level spread, as you suggest!) but my mind was stuck on a loop of the "Offense/Defense/Utility" model and a 4th one just didn't come to mind. Thanks! This is partially true. The "Skill" break down I was using IS to supply Class abilities. Then there would be another set of skills, "General Skills", that could be taken by any/all classes. Possibly broken into the 4 categories as Hassassin suggested a few posts ago. So a PC could be taylored to the player's liking and you could have an MU with "Athletics", for example, or a Thief who takes a bunch of "Knoweldge-related skills" or a Fighter who is good at/likes to use "Presence-based skills" (diplomacy, intimidate, etc.). As I said, "Skills" in this model wouldbe covering lots of "extras" that have been added/used (and, I daresay, made more complicated) throughout several editions. So things like 'Feats" would, for this system model, be considered "Skills", some "Non-Weapon Proficiencies" a la 2e would be considered "Skills". They'd all be cataloged on the character sheet as "Skills". So the player needn't track Class Abilities, and Skills, and Feats, and/or (blech) "Powers." Some Skills, as I presented, are Class dependent/universally possible within a class...but the chances of having 2 PCs (or encountering NPCs) with the exact same set of abilities is unlikely. There will be certain things, like the MU "Read Magic" that is a "Skill" but given automatically (doesn't require expending any Skill points/slots). I am leaning toward thinking I 'd like to keep it 1/class, but then, Thieves get their 4 Thieves' Abilities automatically...on the other hand, that goes with the archetype of a Rogue character (the "skill monkey") and every class should not be that. I'm trying to maintain the old archetypes: the Fighter fights, the MU has/uses spells, the Thief has their skills and the Cleric...well, the cleric does what clerics do, I suppose...ah! Has power of arms and magic to support/protect/bolster themselves and others. :) [/QUOTE]
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