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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: 5748764" data-attributes="member: 92511"><p>Ahhhh.I see what you mean. So 17 Dex. (for example) is just "+3 to hit w/missles and AC". Str. 16 is just +2 to hit and damage and HP. I geddit.</p><p></p><p>Yes, that makes sense/is simpler.</p><p></p><p></p><p></p><p>Oh, I see. Since there is no bonus or penalty, the Reflex save (for the sake of example) is the same for someone with a Dex. 9 or/to a Dex. 14.</p><p></p><p>Well, if we're making it a "roll under" mechanic...maybe I change the "Defense" spread to, while still being class-based, is simply a base 1-4 in each category, then +Ability score. So all thieves have a base Ref. of 4 +Dex. score. Thus, 9, 10, 11, etc. still make a difference/have some effect on the character. But for the bonuses.penalties to hit and AC would still only apply to 8 and under or 15+.</p><p></p><p>It could not be said having a point or two to avoid a dragon's breath attack "doesn't matter" or is "as good." Many many a PC have met their end with a roll 1 off (above or below) what they needed. </p><p></p><p></p><p></p><p>I don't see why that would be necessary. The vast majority of the vast population is going to be "average" with marginal differences. The world is full of "normal" people...and adventurers are normal people too...but better at this or that.</p><p></p><p>Being exceptionally strong or fast enough to actually improve one's attacks or speed or what have you doesn't seem to me to need to be lower than 15.</p><p></p><p></p><p></p><p>I'm not sure how that would work...and I may be missing the point, but I can say with authority that the style/system I'm working on here will have nothing remotely close to ACs of 40 or 50! Yikes!</p><p></p><p></p><p></p><p>Annnnnd I've become lost again. Sorry.</p><p></p><p>The overall scale is the same.</p><p></p><p>Every Class A will have a starting Defense base of X (which I will now make 1-4) that will increase with level. Ability B with a score of Y receives Z bonus (1-4). Race choice may apply an additional bonus (not more than 1). Magic items might offer an additional bonus (I'm gonna go on a limb here and say 1-4 <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>This should keep all scores, without gross misuse of the system (i.e. obscene doling out of magic items), below 20 (until characters get to very high levels, well beyond the scope of this beginner/start set). </p><p></p><p></p><p></p><p>Yeah, we're not going to worry about that in this game. lol.</p><p></p><p></p><p></p><p>Why would average damage be increasing per level?...and why does it take longer the higher level they are?</p><p></p><p>You might consider that a problem or maybe not. I know 3e combat tends to take more and more time at higher levels, which slows the game down. I don't usually want to spend the whole session running a single combat encounter.</p></blockquote><p></p><p>No. Definitely not. We don't want to 'bog things down.'</p><p></p><p></p><p></p><p>Great post/ideas. Can certainly work in a "pick 4 traits"...with one of those being "Alignment" and the rest more "personality" type stuff.</p><p></p><p></p><p></p><p>All sounds good to me. No reason you couldn't do that with her.</p><p></p><p></p><p></p><p>I like it. but isn't this pretty much the case by making her "Neutral"? I suppose, by your description above, I could/should specify her clerics being permitted to be any alignment instead of Neutral or Good.</p><p></p><p>"Unaligned" is not going to be one of our 4 alignment options. That just always irked me (struck me as making a change for the sake of being stupid) "What's your Alignment?" "My alignment is that I am Unaligned." "Whuuuuut?"</p><p></p><p></p><p></p><p>Well thank ye. <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>-SD</p><p>[/QUOTE]</p>
[QUOTE="steeldragons, post: 5748764, member: 92511"] Ahhhh.I see what you mean. So 17 Dex. (for example) is just "+3 to hit w/missles and AC". Str. 16 is just +2 to hit and damage and HP. I geddit. Yes, that makes sense/is simpler. Oh, I see. Since there is no bonus or penalty, the Reflex save (for the sake of example) is the same for someone with a Dex. 9 or/to a Dex. 14. Well, if we're making it a "roll under" mechanic...maybe I change the "Defense" spread to, while still being class-based, is simply a base 1-4 in each category, then +Ability score. So all thieves have a base Ref. of 4 +Dex. score. Thus, 9, 10, 11, etc. still make a difference/have some effect on the character. But for the bonuses.penalties to hit and AC would still only apply to 8 and under or 15+. It could not be said having a point or two to avoid a dragon's breath attack "doesn't matter" or is "as good." Many many a PC have met their end with a roll 1 off (above or below) what they needed. I don't see why that would be necessary. The vast majority of the vast population is going to be "average" with marginal differences. The world is full of "normal" people...and adventurers are normal people too...but better at this or that. Being exceptionally strong or fast enough to actually improve one's attacks or speed or what have you doesn't seem to me to need to be lower than 15. I'm not sure how that would work...and I may be missing the point, but I can say with authority that the style/system I'm working on here will have nothing remotely close to ACs of 40 or 50! Yikes! Annnnnd I've become lost again. Sorry. The overall scale is the same. Every Class A will have a starting Defense base of X (which I will now make 1-4) that will increase with level. Ability B with a score of Y receives Z bonus (1-4). Race choice may apply an additional bonus (not more than 1). Magic items might offer an additional bonus (I'm gonna go on a limb here and say 1-4 ;). This should keep all scores, without gross misuse of the system (i.e. obscene doling out of magic items), below 20 (until characters get to very high levels, well beyond the scope of this beginner/start set). Yeah, we're not going to worry about that in this game. lol. Why would average damage be increasing per level?...and why does it take longer the higher level they are? You might consider that a problem or maybe not. I know 3e combat tends to take more and more time at higher levels, which slows the game down. I don't usually want to spend the whole session running a single combat encounter.[/QUOTE] No. Definitely not. We don't want to 'bog things down.' Great post/ideas. Can certainly work in a "pick 4 traits"...with one of those being "Alignment" and the rest more "personality" type stuff. All sounds good to me. No reason you couldn't do that with her. I like it. but isn't this pretty much the case by making her "Neutral"? I suppose, by your description above, I could/should specify her clerics being permitted to be any alignment instead of Neutral or Good. "Unaligned" is not going to be one of our 4 alignment options. That just always irked me (struck me as making a change for the sake of being stupid) "What's your Alignment?" "My alignment is that I am Unaligned." "Whuuuuut?" Well thank ye. :) -SD [/QUOTE]
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