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All Fours: the Rule of Fours? the Game of Fours?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5748421" data-attributes="member: 20805"><p>I like this discussion and all the great thought that has gone into it. I have some random thoughts that might have been covered above... my apologies. Take what you like and ditch the rest <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></p><p>I am going to put this in a sblock just to keep from gunking up the thread:</p><p></p><p>Basic thoughts:</p><p>[sblock]</p><p> Assuming this is aiming to be a very easy game to learn and adapt..</p><p></p><p>Publishing this is in sets of pages, with all the content for a game chunk on one page that could be photocopied for the players. Characters could be very simply a collection of pages.</p><p> Major chunks, like race and class, could be a full page, while 'feats' could be 4 to a page.</p><p>[/sblock]</p><p></p><p>Core game mechanic</p><p>[sblock]</p><p> Love the idea of 4 basic stats.</p><p> Better, love the idea of building the character from stats to race to class to feats...</p><p></p><p>Here are some ideas for the core mechanic, merging a number of game systems I have played.</p><p></p><p>You start with stats, assigning 10 points to your scores.. or to be easy a 4, 3, 2, and 1.</p><p></p><p>You chose a race that grants 4 physical aspects like Elf is fast, so +1 to reflexes, gnomes are magical so a free magical talent, Orcs are strong so a +1 to Body, etc..}</p><p></p><p>You chose a class that grants access to 4 abilities</p><p> For example: Fighter gets 'can use magic weapons', 'can use shields', tough as nails, and 'hard hitter' {the class could have any number of abilities}</p><p></p><p>Heroic classes would have prerequisites of certain talents, races, or stat scores.</p><p></p><p>You start using feats {or talents} to build the characters abilities out.</p><p> One of these feats is 'mixed blood' and allows you to select another race and pick which 4 abilities to use from both races</p><p> a 'Multi-Class' allows you to do the same with classes.</p><p> a 'Dual-Class' allows you to simply add another class, but you need to 'buy' any additional abilities</p><p></p><p> Some feats come with a 'stat training' facet. If you gather 4 of these, you get another dice to use with that stat.</p><p></p><p>Feats come as either 'base' feats that start a talent tree or feats that build on another one. Basically, every mechanic is a feat.. its a question of how the player obtains it.. as a racial ability, a class ability, or one purchased with a feat slot.</p><p></p><p>Armor adds to the 'AC' and is simple light leather +1, Med-leather + 2, med metal +3, and heavy metal +4. You can wear armor up to your body score.</p><p></p><p>This puts AC, the main defense, in the range between 1 and 10.</p><p></p><p>Shield become special use items to soak a hit, so if you get hit you can try a REF check to have the shield take it. Light shields can take 1 hit, medium shields can take 2, and heavy shields can take 3. Then they are destroyed.</p><p></p><p>Speaking of hits: You have 5 blocks of 4 hit points each. Any hit that makes it through your defenses does 1 point of damage. When you get to 20 damage, you die.</p><p></p><p>Now for the fun part.</p><p> the core mechanic uses a D12, or a deck of cards.</p><p>You get a number of dice/cards equal to your stat and the goal is to get over a DC *and* possibly over a number of successes. This allows for a very flexible challenge rating where only highly skilled characters will easily accomplish some tasks.</p><p></p><p> Additional complication, the concept of 'burn'. Stressing yourself with very difficult tasks can end up hurting yourself. Whether it is over-reaching to strike the enemy and thereby giving your opponent a chance to strike your arm or the damage arcane power does when it channels through your frail frame.. These checks have a DC and number of successes to avoid damage, and the player gets to choose which way to split their dice between 'hitting' with the attack/skill use and protecting against the damage to themselves.</p><p></p><p></p><p>[/sblock]</p><p></p><p>Thats all for now!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5748421, member: 20805"] I like this discussion and all the great thought that has gone into it. I have some random thoughts that might have been covered above... my apologies. Take what you like and ditch the rest :) I am going to put this in a sblock just to keep from gunking up the thread: Basic thoughts: [sblock] Assuming this is aiming to be a very easy game to learn and adapt.. Publishing this is in sets of pages, with all the content for a game chunk on one page that could be photocopied for the players. Characters could be very simply a collection of pages. Major chunks, like race and class, could be a full page, while 'feats' could be 4 to a page. [/sblock] Core game mechanic [sblock] Love the idea of 4 basic stats. Better, love the idea of building the character from stats to race to class to feats... Here are some ideas for the core mechanic, merging a number of game systems I have played. You start with stats, assigning 10 points to your scores.. or to be easy a 4, 3, 2, and 1. You chose a race that grants 4 physical aspects like Elf is fast, so +1 to reflexes, gnomes are magical so a free magical talent, Orcs are strong so a +1 to Body, etc..} You chose a class that grants access to 4 abilities For example: Fighter gets 'can use magic weapons', 'can use shields', tough as nails, and 'hard hitter' {the class could have any number of abilities} Heroic classes would have prerequisites of certain talents, races, or stat scores. You start using feats {or talents} to build the characters abilities out. One of these feats is 'mixed blood' and allows you to select another race and pick which 4 abilities to use from both races a 'Multi-Class' allows you to do the same with classes. a 'Dual-Class' allows you to simply add another class, but you need to 'buy' any additional abilities Some feats come with a 'stat training' facet. If you gather 4 of these, you get another dice to use with that stat. Feats come as either 'base' feats that start a talent tree or feats that build on another one. Basically, every mechanic is a feat.. its a question of how the player obtains it.. as a racial ability, a class ability, or one purchased with a feat slot. Armor adds to the 'AC' and is simple light leather +1, Med-leather + 2, med metal +3, and heavy metal +4. You can wear armor up to your body score. This puts AC, the main defense, in the range between 1 and 10. Shield become special use items to soak a hit, so if you get hit you can try a REF check to have the shield take it. Light shields can take 1 hit, medium shields can take 2, and heavy shields can take 3. Then they are destroyed. Speaking of hits: You have 5 blocks of 4 hit points each. Any hit that makes it through your defenses does 1 point of damage. When you get to 20 damage, you die. Now for the fun part. the core mechanic uses a D12, or a deck of cards. You get a number of dice/cards equal to your stat and the goal is to get over a DC *and* possibly over a number of successes. This allows for a very flexible challenge rating where only highly skilled characters will easily accomplish some tasks. Additional complication, the concept of 'burn'. Stressing yourself with very difficult tasks can end up hurting yourself. Whether it is over-reaching to strike the enemy and thereby giving your opponent a chance to strike your arm or the damage arcane power does when it channels through your frail frame.. These checks have a DC and number of successes to avoid damage, and the player gets to choose which way to split their dice between 'hitting' with the attack/skill use and protecting against the damage to themselves. [/sblock] Thats all for now! [/QUOTE]
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