Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
All Fours: the Rule of Fours? the Game of Fours?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 5760414" data-attributes="member: 92511"><p>In reflecting on some of the comments here, particularly [I believe it was] Hassassin's statement about "weapon proficiency v. alternate skills", I was reminded in one of the old original D&D books (in the front of the 1e PHB I think) about the many different definitions/clarifications for the use of the term "Level".</p><p></p><p>It occurred to me that the various abilities a character might have/choose might better be served by "repackaging" the terminology...not to mention bundles into another nice little block of Four that might be more disgestable for players.</p><p></p><p>So, instead of Weapon Proficiencies, Non-weapon Skills/Proficienies, General Skills, Class Abilities, Feat, Powers, etc. etc...You just have various categories of "Skills". Which, really, was what I was doing anyway. But the different titles for everything does seem to get potentially confusing/overwhelming for beginning play. </p><p></p><p>So, you'd role your abilities, pick race and class (not necessarily in that order) and then you go about selecting your starting "Skills", as follows.</p><p>[<em>Note: The order in which I am listing them is based off a sense of what are most likely to be "most to least often used"...generally speaking.</em>]</p><p> </p><p><strong>Weapon Skills: </strong>What weapon(s) you are proficient in/can use without any "to hit" penalty. Of course, anyone can pick up any weapon and swing it around, but if you are not proficient with it you suffer a standard -4 penalty to hit. Obviously, this Skill is directly related to Combat situations. The number of Skill points/slots you have to start is determined by class and increases with level (at various speeds depending on class).</p><p></p><p><strong>Innate Skills: </strong>These are the skills outlined under each Class that a PC receives, automatically, within their given profession (class). Some are useful for combat, some are not, but it can be sure that anyone of a particular adventuring occupation will possess these Skills. All Thieves get starting Thief Skills, all MUs can "Read Magic" and cast spells, all Fighters can XYZ, etc. No Skill Points are required to have these skills, though some do allow SPs to be added to them to increase their effectiveness as the character gains levels/increases in power.</p><p><strong></strong></p><p><strong>Class Skills:</strong> These are skills that, while being class-dependent lists, are chosen by the player. You receive a starting amount of Skill Points/slots (possibly increased/decreased by your high/low Intellect score) and accrued as you increase in level. Many, but not all, Class Skills convey bonuses or special tricks that can be/are related to or useful in Combat. Others may be important for/useful in other non-combat scenarios that inevitably occur during a life of adventuring. This is where the player can begin to tailor their character to be a "bookish, know-it-all wizard" vs. an "above average, powerful spell-blaster" or the "devastating damage-doling fighter, specialized with his battle axe" vs. "an agile armored shield-basher [extra high AC], always out to 'protect the innocent'", etc.</p><p><strong></strong></p><p><strong>General Skills:</strong> These are lists of skills that are <em>not</em> Class dependent. They are normal day-to-day skills, tricks, and abilities that anyone can learn (with the SPs to spend on them). They are, generally, <em>not</em> related to Combat, but may prove useful in other elements of game play. So, your thief might be an expert jewelry maker/gem-cutter <em>and</em> have an interest/hobby in Ancient Religions and History. The Cleric may be a savant when it comes to Languages but might also have a passing knowledge of Astrology or be well-versed in (perhaps have an addiction to?) Gambling/games of chance. The MU might have spent some time learning Blacksmithing to eventually fulfill her dream of forging magical weapons someday. While the Fighter from the rural farming village has been very conscious in his travels through strange lands to learn Geography and the finer points of "Persuasion" and Diplomacy among the higher rungs of society.</p><p></p><p>Through a mixing and matching (not a "min-ing and max-ing" <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=";)" /> ) of these four categories of<em> Skills</em> any player may tailor their PC to just about any concept (or at least <em>close to</em> for the purposes of Levels 1-4) they want to come up with.</p><p></p><p>So, I'm now imagining a "basic" beginner's All-Four's Character Sheet that would look somethin' like this.</p><p></p><p><span style="font-size: 12px">Name</span></p><p>Race/Gender</p><p>Class/Level</p><p>HP</p><p>AC</p><p></p><p><span style="font-size: 12px">(Abilities)</span></p><p>Strength</p><p>Dexterity</p><p>Intellect</p><p>Presence</p><p></p><p><span style="font-size: 12px">Skill Points (SP):</span></p><p>Weapon Skills (WS)</p><p>Innate Skills (IS)</p><p>Class Skills (CS)</p><p>General Skills (GS)</p><p></p><p>[EDIT] <span style="font-size: 12px">(Defenses)</span></p><p>Physical (vs. those attacks that neglect/negate armor-AC)</p><p>Fortitude (poison, exhaustion, "constitution-based" stuff)</p><p>Reflex (Dex-based stuff)</p><p>Will (Presence-based, mind-effecting magics n' stuff)</p><p></p><p>Forgot Defenses. heh heh. oops.[/EDIT]</p><p></p><p>That's pretty much all you need. Obviously then, Thieves have their Thieves Abilities, MUs have their spells (allotment and spellbook/list), Clerics have their spell allotment and maybe their Turning Undead numbers if the player wants them/doesn't want to have to look it up, etc.</p><p>But the core of the character is just those 4 blocks of Fours (not counting the name, obviously)</p><p></p><p>Does that seem to be a bit too much/confusing for a new player?</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5760414, member: 92511"] In reflecting on some of the comments here, particularly [I believe it was] Hassassin's statement about "weapon proficiency v. alternate skills", I was reminded in one of the old original D&D books (in the front of the 1e PHB I think) about the many different definitions/clarifications for the use of the term "Level". It occurred to me that the various abilities a character might have/choose might better be served by "repackaging" the terminology...not to mention bundles into another nice little block of Four that might be more disgestable for players. So, instead of Weapon Proficiencies, Non-weapon Skills/Proficienies, General Skills, Class Abilities, Feat, Powers, etc. etc...You just have various categories of "Skills". Which, really, was what I was doing anyway. But the different titles for everything does seem to get potentially confusing/overwhelming for beginning play. So, you'd role your abilities, pick race and class (not necessarily in that order) and then you go about selecting your starting "Skills", as follows. [[I]Note: The order in which I am listing them is based off a sense of what are most likely to be "most to least often used"...generally speaking.[/I]] [B]Weapon Skills: [/B]What weapon(s) you are proficient in/can use without any "to hit" penalty. Of course, anyone can pick up any weapon and swing it around, but if you are not proficient with it you suffer a standard -4 penalty to hit. Obviously, this Skill is directly related to Combat situations. The number of Skill points/slots you have to start is determined by class and increases with level (at various speeds depending on class). [B]Innate Skills: [/B]These are the skills outlined under each Class that a PC receives, automatically, within their given profession (class). Some are useful for combat, some are not, but it can be sure that anyone of a particular adventuring occupation will possess these Skills. All Thieves get starting Thief Skills, all MUs can "Read Magic" and cast spells, all Fighters can XYZ, etc. No Skill Points are required to have these skills, though some do allow SPs to be added to them to increase their effectiveness as the character gains levels/increases in power. [B] Class Skills:[/B] These are skills that, while being class-dependent lists, are chosen by the player. You receive a starting amount of Skill Points/slots (possibly increased/decreased by your high/low Intellect score) and accrued as you increase in level. Many, but not all, Class Skills convey bonuses or special tricks that can be/are related to or useful in Combat. Others may be important for/useful in other non-combat scenarios that inevitably occur during a life of adventuring. This is where the player can begin to tailor their character to be a "bookish, know-it-all wizard" vs. an "above average, powerful spell-blaster" or the "devastating damage-doling fighter, specialized with his battle axe" vs. "an agile armored shield-basher [extra high AC], always out to 'protect the innocent'", etc. [B] General Skills:[/B] These are lists of skills that are [I]not[/I] Class dependent. They are normal day-to-day skills, tricks, and abilities that anyone can learn (with the SPs to spend on them). They are, generally, [I]not[/I] related to Combat, but may prove useful in other elements of game play. So, your thief might be an expert jewelry maker/gem-cutter [I]and[/I] have an interest/hobby in Ancient Religions and History. The Cleric may be a savant when it comes to Languages but might also have a passing knowledge of Astrology or be well-versed in (perhaps have an addiction to?) Gambling/games of chance. The MU might have spent some time learning Blacksmithing to eventually fulfill her dream of forging magical weapons someday. While the Fighter from the rural farming village has been very conscious in his travels through strange lands to learn Geography and the finer points of "Persuasion" and Diplomacy among the higher rungs of society. Through a mixing and matching (not a "min-ing and max-ing" ;) ) of these four categories of[I] Skills[/I] any player may tailor their PC to just about any concept (or at least [I]close to[/I] for the purposes of Levels 1-4) they want to come up with. So, I'm now imagining a "basic" beginner's All-Four's Character Sheet that would look somethin' like this. [SIZE=3]Name[/SIZE] Race/Gender Class/Level HP AC [SIZE=3](Abilities)[/SIZE] Strength Dexterity Intellect Presence [SIZE=3]Skill Points (SP):[/SIZE] Weapon Skills (WS) Innate Skills (IS) Class Skills (CS) General Skills (GS) [EDIT] [SIZE=3](Defenses)[/SIZE] Physical (vs. those attacks that neglect/negate armor-AC) Fortitude (poison, exhaustion, "constitution-based" stuff) Reflex (Dex-based stuff) Will (Presence-based, mind-effecting magics n' stuff) Forgot Defenses. heh heh. oops.[/EDIT] That's pretty much all you need. Obviously then, Thieves have their Thieves Abilities, MUs have their spells (allotment and spellbook/list), Clerics have their spell allotment and maybe their Turning Undead numbers if the player wants them/doesn't want to have to look it up, etc. But the core of the character is just those 4 blocks of Fours (not counting the name, obviously) Does that seem to be a bit too much/confusing for a new player? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
All Fours: the Rule of Fours? the Game of Fours?
Top