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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: 5750580" data-attributes="member: 92511"><p>So noted.</p><p></p><p></p><p></p><p>That is certainly plausible. Though I am not inclined to say "use your AC or..." If you are being attacked (directly, not area effects), someone needs to hit above your AC to do damage. Flavoring it so that not topping your opponent's AC (especially if the roll is "close") does not necessarily mean a "miss" simply that you (or they) didn't take damage. They caught the blow on their shield or is skidded across their hide/your armor...or a complete "swing an'a miss." </p><p></p><p>But AC helping Skills for the PC to choose from are certainly reasonable.</p><p></p><p></p><p></p><p>Again, I'd hate to incorporate any kind of fractional increment.</p><p></p><p>But, this does make me think, instead of making Dex. relate to AC...using one's Prime Ability bonus. So Fighters can ass their Str. bonus (their strong/fortified enough to "take a blow" without damage), Thieves use their Dex. (fast/agile enough to avoid blows), MUs use their Int. (smart enough to figure how to evade an incoming attack) and Clerics have the Presence ("wisdom" to know when to back up or duck, etc. to avoid blows.)</p><p></p><p>Strictly for AC, mind you, the ability bonuses to their various Defense(s) stand. Str. applied to Fort, Dex. applied to Ref., Int. and/or Presence (whichever is higher? So clerics and mu's may be equally good at avoiding/overcoming magical effect?) applied to Will.</p><p></p><p>Keeps/makes the Prime Ability an even more important attribute for the success of the character, this time as regards their safety vs. an increase to their offensive capabilities.</p><p></p><p>Just a thought inspired by your suggestion...might be bollocks. But I'm getting that "makes sense" (and easy enough to understand/apply) feeling.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5750580, member: 92511"] So noted. That is certainly plausible. Though I am not inclined to say "use your AC or..." If you are being attacked (directly, not area effects), someone needs to hit above your AC to do damage. Flavoring it so that not topping your opponent's AC (especially if the roll is "close") does not necessarily mean a "miss" simply that you (or they) didn't take damage. They caught the blow on their shield or is skidded across their hide/your armor...or a complete "swing an'a miss." But AC helping Skills for the PC to choose from are certainly reasonable. Again, I'd hate to incorporate any kind of fractional increment. But, this does make me think, instead of making Dex. relate to AC...using one's Prime Ability bonus. So Fighters can ass their Str. bonus (their strong/fortified enough to "take a blow" without damage), Thieves use their Dex. (fast/agile enough to avoid blows), MUs use their Int. (smart enough to figure how to evade an incoming attack) and Clerics have the Presence ("wisdom" to know when to back up or duck, etc. to avoid blows.) Strictly for AC, mind you, the ability bonuses to their various Defense(s) stand. Str. applied to Fort, Dex. applied to Ref., Int. and/or Presence (whichever is higher? So clerics and mu's may be equally good at avoiding/overcoming magical effect?) applied to Will. Keeps/makes the Prime Ability an even more important attribute for the success of the character, this time as regards their safety vs. an increase to their offensive capabilities. Just a thought inspired by your suggestion...might be bollocks. But I'm getting that "makes sense" (and easy enough to understand/apply) feeling. [/QUOTE]
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