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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: 5750612" data-attributes="member: 92511"><p>First, I completely forgot about the Elvin resistance to Charm spells! </p><p></p><p>I'd swap that in instead of the "Secret Door" discovery as this makes a lot more flavor-sense to me than some kinda "Secret Door sixth sense" (to keep 4 special/racial abilities per demi-human.) Make sense? Everyone ok with that?</p><p></p><p>Now...ok...so...here goes nuthin'...</p><p></p><p>COMBAT RULES</p><p></p><p>Hit Points: At first level, all PCs begin with max HP: Ftr 10, Cle 8, Thf 6, MU 4. Each gains dX (where X is there beginning HP) per level.</p><p></p><p>AC: AC is one's Defense against taking a "damage causing direct hit." </p><p>It is determined as follows: Base AC determined by class, + Armor (and/or shield) worn + Prime Ability modifier (+ any relevant Skill bonus and/or Magic bonus from enchanted armor, shields, items, spells, etc.)</p><p></p><p>Base AC</p><p>Fighters: 4</p><p>Thieves: 3</p><p>Clerics: 2</p><p>Magic-users: 1</p><p></p><p>Armor</p><p>Unarmored: +2 (base AC for non-adventurers/PCs, so a roll of 1 still/always misses. But pretty much, Farmer Bob is not skilled at engaging in combat/avoiding attacks.)</p><p>Leather armor: +4</p><p>Scale armor: +6 </p><p>Chainmail: +8 </p><p>Plate armor: +10</p><p></p><p>Shields add +1 (for this beginner/starter tier/set. Various sizes and types of shields can be expanded in the next tier/set. For now/beginning play, it can be assumed that any shield provides the same ratio of coverage/protection regardless of a PCs race/size. A halfling's shield will not be the same size as a human's, obviously, but it covers them just as well, "+1".) </p><p></p><p>*AC cannot exceed 19 (even with magical bonuses). A roll of 20 always hits/does damage.</p><p></p><p>Order of Combat (1 round or whatever increment we decide to call it)</p><p>Initiative</p><p>Declaration of action. (I charge forward and attack, I hide in shadows [roll Stealth], I begin casting X spell, etc.)</p><p>Roll for any Skills being employed (to see if they work/are applicable).</p><p>Roll "To Hit" (d20, roll higher than the target AC)</p><ol> <li data-xf-list-type="ol">Missile attacks (for nocked bows, daggers ready to be thrown, a loaded sling, etc.)</li> <li data-xf-list-type="ol">Melee ("hand-to-hand") Attacks</li> <li data-xf-list-type="ol">Spells/magical effects</li> <li data-xf-list-type="ol">(Optional thought: if a PC has a bow/missle nocked/ready at the start of the round, they can reload/get off a second attack at the end of the same round? Excluding crossbows.)</li> </ol><p>Roll damage as necessary.</p><p></p><p>Rolls for Defenses/"saves" are made (within the round) as the attacks occur. i.e. you don't wait til it's "your turn" to make a "save". i.e. You're having Charm Person cast upon you. Roll a Will save to determine whether you can act [independently] the next round or not.</p><p> </p><p>Initiative</p><p>Party rolls a d6. DM rolls a d6. Highest gets to act first. Now, the order in which the PCs attack is up to the DM/group to determine among themselves.</p><p></p><p>Some options:</p><p>"Closest" PCs get to go first</p><p>Roll a second dX to determine an order for attacks within the party</p><p>Just go clockwise around the table</p><p></p><p>It is assumed/understood everyone is acting, more or less, at the same time. Their order may be further predicated by the PCs Declared action for that round</p><p>Example: The MU who says "I'm casting" will have their spell go off at the end of the round/goes last -there is a Skill that allows MUs to move and cast at the same time/within the same round. this would be rolled before "to hits" begin. But the spell is still not completed until after the missile and melee attacks.</p><p></p><p>Additional Initative Option: Roll once at the beginning of combat (PCs go first or the DM goes first) and just go back and forth til the battle is ended?...instead of rolling each round? I know I played in games like this, but my default for games I DM is to roll each round.</p><p></p><p>To Hit</p><p>d20. You must roll <em>higher </em>than your target's AC. Rolling the exact opposing AC indicates a "miss/no damage" as does rolling under the target AC.</p><p></p><p>Yes, ACs are generally going to be LOW in this game so "hits" are going to happen a LOT! This, hopefully, will lend to the idea that avoiding conflicts (either by parlay, trickery, tactics, running away, etc.) is preferable to risking bodily harm (particularly for MUs or un-/lightly armored individuals). While a decently armored Fighter or Cleric might still enjoy getting into a scuffle with a reasonable likelihood of avoiding a damage causing hit (AC for a Fighter with 16 Str, wearing Chainmail and a shield would have an AC of: 4 (class base) + 2 (Str. bonus) +8 (chainmail) +1 (shield) = 15....Or does that seem too high/need adjusting? </p><p></p><p>Damage is rolled as stipulated for the weapon/spell +Str. modifier (for weapons), Int. bonus (for MU spells), Presence bonus (for Clerical spells) and/or any applicable Skill bonus (Thf's Sneak Attack damage bonus, for example).</p><p></p><p>I'm thinking "Weapon type v. armor type" be an "Optional rule/method" of doing/adding/subtracting damage to be introduced in the next tier/set. For now/beginners, just hit 'em and do damage.</p><p></p><p>What do we think about this for a starting/simple "Combat Rules"?</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5750612, member: 92511"] First, I completely forgot about the Elvin resistance to Charm spells! I'd swap that in instead of the "Secret Door" discovery as this makes a lot more flavor-sense to me than some kinda "Secret Door sixth sense" (to keep 4 special/racial abilities per demi-human.) Make sense? Everyone ok with that? Now...ok...so...here goes nuthin'... COMBAT RULES Hit Points: At first level, all PCs begin with max HP: Ftr 10, Cle 8, Thf 6, MU 4. Each gains dX (where X is there beginning HP) per level. AC: AC is one's Defense against taking a "damage causing direct hit." It is determined as follows: Base AC determined by class, + Armor (and/or shield) worn + Prime Ability modifier (+ any relevant Skill bonus and/or Magic bonus from enchanted armor, shields, items, spells, etc.) Base AC Fighters: 4 Thieves: 3 Clerics: 2 Magic-users: 1 Armor Unarmored: +2 (base AC for non-adventurers/PCs, so a roll of 1 still/always misses. But pretty much, Farmer Bob is not skilled at engaging in combat/avoiding attacks.) Leather armor: +4 Scale armor: +6 Chainmail: +8 Plate armor: +10 Shields add +1 (for this beginner/starter tier/set. Various sizes and types of shields can be expanded in the next tier/set. For now/beginning play, it can be assumed that any shield provides the same ratio of coverage/protection regardless of a PCs race/size. A halfling's shield will not be the same size as a human's, obviously, but it covers them just as well, "+1".) *AC cannot exceed 19 (even with magical bonuses). A roll of 20 always hits/does damage. Order of Combat (1 round or whatever increment we decide to call it) Initiative Declaration of action. (I charge forward and attack, I hide in shadows [roll Stealth], I begin casting X spell, etc.) Roll for any Skills being employed (to see if they work/are applicable). Roll "To Hit" (d20, roll higher than the target AC) [LIST=1] [*]Missile attacks (for nocked bows, daggers ready to be thrown, a loaded sling, etc.) [*]Melee ("hand-to-hand") Attacks [*]Spells/magical effects [*](Optional thought: if a PC has a bow/missle nocked/ready at the start of the round, they can reload/get off a second attack at the end of the same round? Excluding crossbows.) [/LIST] Roll damage as necessary. Rolls for Defenses/"saves" are made (within the round) as the attacks occur. i.e. you don't wait til it's "your turn" to make a "save". i.e. You're having Charm Person cast upon you. Roll a Will save to determine whether you can act [independently] the next round or not. Initiative Party rolls a d6. DM rolls a d6. Highest gets to act first. Now, the order in which the PCs attack is up to the DM/group to determine among themselves. Some options: "Closest" PCs get to go first Roll a second dX to determine an order for attacks within the party Just go clockwise around the table It is assumed/understood everyone is acting, more or less, at the same time. Their order may be further predicated by the PCs Declared action for that round Example: The MU who says "I'm casting" will have their spell go off at the end of the round/goes last -there is a Skill that allows MUs to move and cast at the same time/within the same round. this would be rolled before "to hits" begin. But the spell is still not completed until after the missile and melee attacks. Additional Initative Option: Roll once at the beginning of combat (PCs go first or the DM goes first) and just go back and forth til the battle is ended?...instead of rolling each round? I know I played in games like this, but my default for games I DM is to roll each round. To Hit d20. You must roll [I]higher [/I]than your target's AC. Rolling the exact opposing AC indicates a "miss/no damage" as does rolling under the target AC. Yes, ACs are generally going to be LOW in this game so "hits" are going to happen a LOT! This, hopefully, will lend to the idea that avoiding conflicts (either by parlay, trickery, tactics, running away, etc.) is preferable to risking bodily harm (particularly for MUs or un-/lightly armored individuals). While a decently armored Fighter or Cleric might still enjoy getting into a scuffle with a reasonable likelihood of avoiding a damage causing hit (AC for a Fighter with 16 Str, wearing Chainmail and a shield would have an AC of: 4 (class base) + 2 (Str. bonus) +8 (chainmail) +1 (shield) = 15....Or does that seem too high/need adjusting? Damage is rolled as stipulated for the weapon/spell +Str. modifier (for weapons), Int. bonus (for MU spells), Presence bonus (for Clerical spells) and/or any applicable Skill bonus (Thf's Sneak Attack damage bonus, for example). I'm thinking "Weapon type v. armor type" be an "Optional rule/method" of doing/adding/subtracting damage to be introduced in the next tier/set. For now/beginners, just hit 'em and do damage. What do we think about this for a starting/simple "Combat Rules"? --SD [/QUOTE]
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