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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: 5758146" data-attributes="member: 92511"><p>Cool. Thanks. Enjoy away! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p> </p><p></p><p>Hmm. Ok. (I read it anyway <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> </p><p></p><p>Ok. Well, it is, I suppose, re-imagined insofar as material presentation (paring down player options into blocks of 4). I don't think anything we've done/discussed here has been too fluff-defining thus far...maybe it has been more than is necessary?</p><p></p><p> </p><p></p><p>Interesting. In what way is there "too much learning curve"?</p><p></p><p></p><p></p><p>I am/was hoping that this would be simple enough to do just that. Pick a race and a class, roll your abilities, choose your starting skills...a weapon(s)...and off you go. </p><p></p><p></p><p></p><p>That was the idea....though if adding in too many elements of 3e or 4e play is generating "learning curve", then I would say we have to re-think some stuff.</p><p></p><p></p><p></p><p>This is true...and it is a fine line between including certain things many/most players/playstyles would enjoy and shaving off things (while 3e or 4e rules afficianado's may deem certain things preferable or even "necessary") to keep everyone interested. </p><p></p><p>I have no delusions that this might be something every gamer would like...that's a unicorn, if you would...but just shooting for "most" people.</p><p></p><p></p><p></p><p>Well, speaking for myself, personally, I despise racial bloat and rules bloat...again, need a bit of clarification on what thus far (or even in general) constitutes "steep learning curve"...because I wouldn't say anything we've presented here requires a "steep learning curve."</p><p></p><p> </p><p></p><p>That creates "learning curve"? I don't really see how. If we are working off of a general "d20" mechanic, you really only have the two options-namely, here's the target number you want to roll....you can only roll higher or roll lower than that target number...There is no real way (that makes sense to me) to make everything have to be "roll higher all the time". </p><p></p><p>Knowledge skills are a specific case in point of this. If the object is to "increase one's knowledge (accumulate skill points)" in a certain area...then rolling over the target number is detrimental/becomes slimmer and slimmer. Doing somethnig like "You start with 10 or 20 points and detract points for the target number so you want a lower number to roll over" doesn't make much sense to me.</p><p></p><p></p><p></p><p>Aww. Come back! Or lurk away, whatever you prefer. <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=":)" /> But thanks for the thoughts/posting.</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5758146, member: 92511"] Cool. Thanks. Enjoy away! :D Hmm. Ok. (I read it anyway ;) ) Ok. Well, it is, I suppose, re-imagined insofar as material presentation (paring down player options into blocks of 4). I don't think anything we've done/discussed here has been too fluff-defining thus far...maybe it has been more than is necessary? Interesting. In what way is there "too much learning curve"? I am/was hoping that this would be simple enough to do just that. Pick a race and a class, roll your abilities, choose your starting skills...a weapon(s)...and off you go. That was the idea....though if adding in too many elements of 3e or 4e play is generating "learning curve", then I would say we have to re-think some stuff. This is true...and it is a fine line between including certain things many/most players/playstyles would enjoy and shaving off things (while 3e or 4e rules afficianado's may deem certain things preferable or even "necessary") to keep everyone interested. I have no delusions that this might be something every gamer would like...that's a unicorn, if you would...but just shooting for "most" people. Well, speaking for myself, personally, I despise racial bloat and rules bloat...again, need a bit of clarification on what thus far (or even in general) constitutes "steep learning curve"...because I wouldn't say anything we've presented here requires a "steep learning curve." That creates "learning curve"? I don't really see how. If we are working off of a general "d20" mechanic, you really only have the two options-namely, here's the target number you want to roll....you can only roll higher or roll lower than that target number...There is no real way (that makes sense to me) to make everything have to be "roll higher all the time". Knowledge skills are a specific case in point of this. If the object is to "increase one's knowledge (accumulate skill points)" in a certain area...then rolling over the target number is detrimental/becomes slimmer and slimmer. Doing somethnig like "You start with 10 or 20 points and detract points for the target number so you want a lower number to roll over" doesn't make much sense to me. Aww. Come back! Or lurk away, whatever you prefer. :) But thanks for the thoughts/posting. --SD [/QUOTE]
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