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All Fours: the Rule of Fours? the Game of Fours?
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<blockquote data-quote="SSquirrel" data-source="post: 5751187" data-attributes="member: 5202"><p>Reasonably standard</p><p></p><p></p><p></p><p>I always hated the level and class limits in older editions. I think racial bonuses do a good enough job of siloing people toward certain classes as it goes. Obviously if you are trying for that BECMI/AD&D feel, limit away. Just not my preference.</p><p></p><p></p><p></p><p>Many otehr games use agility as the "to hit" stat and that has always made more sense to me. Being strong doesn't mean you're any good at hand/eye coordination. Let strength add to damage. If Clerics still have Turn Undead or such, I assume it will use Persona. With only 4 stats, it is even more important to make sure people should hope for a primary and secondary stat. B/c with the initial 4, everyone only really ahs reason to pump one stat. All the rest can be dumps. Actually, if HP is based off Strength, everyone will want that, but the Fighter doesn't need anything else. Unless you make Dex the melee and missile "to hit" stat. <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></p><p>40% in each of 4 stats and 40% to spread around per level gives you maxed out and 20 bonus points by level 10. Not sure what your intended max level is here, but that seems like not very long to succeed at everything.</p><p></p><p></p><p></p><p>I personally think alignment is completely unneeded except for the question of divine characters. Of course, if there is no alignment, the gods may have certain aspects that people may think of as good or evil, but their worshipers would be considered based on their actions. Altho if you worship a god of plagues, people may assume you're even even if your goal in life is to study the plagues to help make sure they are controlled. Only the enemies of your gods suffer them <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></p><p>Overall not a bad start (trying to fix dinner so I can't read the rest of this right now and you may address some of this, but a quick scroll thru the first page didn't have many people dispute much from this initial post, so I thought I'd give this up for now. Good luck! </p><p></p><p></p><p>EDIT: Oh yeah, if you're thinking about weapon proficiencies, you could do something different. You could based weapon damage by class. Like a Wizard doesn't do more than 1d4 w/melee weapons, it doesn't matter what he's using. Kind of like Jackie Chan beats people up as well with a baseball bat, a club, a chair or a ladder heh. Maybe allow characters to pick something specific every so many levels that they specialize in a new weapon or spell (type of spell if you want to be more broad). So maybe Rogues standardly do 1d6 damage, but they can choose at L4 to specialize in the dagger and apparently hey must have mastered some pain points and weak spots, b/c now they can stab people with that dagger for 1d8. Plus whatever they can do with Sneak Attack. Weapons should just be flavor and that also allows them to pick up anything else and do decently well with it. Once they start having weapons specializations, they will prefer those, but they won't suck w/the others.</p></blockquote><p></p>
[QUOTE="SSquirrel, post: 5751187, member: 5202"] Reasonably standard I always hated the level and class limits in older editions. I think racial bonuses do a good enough job of siloing people toward certain classes as it goes. Obviously if you are trying for that BECMI/AD&D feel, limit away. Just not my preference. Many otehr games use agility as the "to hit" stat and that has always made more sense to me. Being strong doesn't mean you're any good at hand/eye coordination. Let strength add to damage. If Clerics still have Turn Undead or such, I assume it will use Persona. With only 4 stats, it is even more important to make sure people should hope for a primary and secondary stat. B/c with the initial 4, everyone only really ahs reason to pump one stat. All the rest can be dumps. Actually, if HP is based off Strength, everyone will want that, but the Fighter doesn't need anything else. Unless you make Dex the melee and missile "to hit" stat. :) 40% in each of 4 stats and 40% to spread around per level gives you maxed out and 20 bonus points by level 10. Not sure what your intended max level is here, but that seems like not very long to succeed at everything. I personally think alignment is completely unneeded except for the question of divine characters. Of course, if there is no alignment, the gods may have certain aspects that people may think of as good or evil, but their worshipers would be considered based on their actions. Altho if you worship a god of plagues, people may assume you're even even if your goal in life is to study the plagues to help make sure they are controlled. Only the enemies of your gods suffer them :) Overall not a bad start (trying to fix dinner so I can't read the rest of this right now and you may address some of this, but a quick scroll thru the first page didn't have many people dispute much from this initial post, so I thought I'd give this up for now. Good luck! EDIT: Oh yeah, if you're thinking about weapon proficiencies, you could do something different. You could based weapon damage by class. Like a Wizard doesn't do more than 1d4 w/melee weapons, it doesn't matter what he's using. Kind of like Jackie Chan beats people up as well with a baseball bat, a club, a chair or a ladder heh. Maybe allow characters to pick something specific every so many levels that they specialize in a new weapon or spell (type of spell if you want to be more broad). So maybe Rogues standardly do 1d6 damage, but they can choose at L4 to specialize in the dagger and apparently hey must have mastered some pain points and weak spots, b/c now they can stab people with that dagger for 1d8. Plus whatever they can do with Sneak Attack. Weapons should just be flavor and that also allows them to pick up anything else and do decently well with it. Once they start having weapons specializations, they will prefer those, but they won't suck w/the others. [/QUOTE]
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