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Rule of Three: March 13
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<blockquote data-quote="Andor" data-source="post: 5851224" data-attributes="member: 1879"><p>I think you're putting too much emphasis on the 'module' thought. Module means a coherant chunk of rules, not some highly-optional bit of poorly though out garbage consigned to an appendix.</p><p></p><p>Think of it like this: (Note all examples are made up and probably bear no relation to what it will actually be.)</p><p></p><p><strong>Fighter</strong></p><p></p><p>The Fighter is the master of melee combat, no other class is his equal on the battlefield when steel is drawn.</p><p></p><p>HP: Con + 5 at first level, 6+1d4 at each level after.</p><p>Bab: +1 per level</p><p>Skills: Pick any 4.</p><p></p><p>Combat Options: Pick one</p><p>Simple: The Fighter gets a class based bonus of +2 to hit and +1 his level to damage.</p><p>Feats: The fighter gets 1 feat at first level and 1 at each odd level thereafter. See feat descriptions starting on page 25.</p><p>Powers: The fighter can choose 3 + his level points from the martial powers list. See the martial powers decription on page 42.</p><p></p><p>Modules: Ask your GM which campaign modules are in effect for this game.</p><p>If the Swashbuckling Combat module is used in your game the fighter gets +3 to any stunt attempt which moves an opponent around the map, or to resist any attempt to be moved. They get +2 to disarm or resist being disarmed. See page 57.</p><p>If the Hirelings modules is being used Fighter get a free 3 point henchmen at 5th level representing a squire or apprentice. They advance by the normal rules on page 65.</p><p></p><p>etc...</p><p></p><p>Using weapons, armours classes, terrain and descriptive movement will probably be the basic combat system.</p><p></p><p>Minis on a grid (or without a grid, you didn't really need one in 3.x) is probably it's own 'module'. That's the way it was in 1ed and 2ed.</p><p></p><p>A universal resolution system will be basic. There will probably a more detailed resolution system like that 'swashbuckling module' to allow more detailed or nuances resolution of things like disarms, tripping, chandelier swinging and whatnot. Similar to "page 42" from 4e. </p><p></p><p>There will not, at any level or set of modules, be a time when you say "I charge the monster!" and your GM replies "We aren't using charge rules, just attack." Or if there is, that's not the fault of the rules, it's your fault for picking a GM with the personality of tofu.</p></blockquote><p></p>
[QUOTE="Andor, post: 5851224, member: 1879"] I think you're putting too much emphasis on the 'module' thought. Module means a coherant chunk of rules, not some highly-optional bit of poorly though out garbage consigned to an appendix. Think of it like this: (Note all examples are made up and probably bear no relation to what it will actually be.) [b]Fighter[/b] The Fighter is the master of melee combat, no other class is his equal on the battlefield when steel is drawn. HP: Con + 5 at first level, 6+1d4 at each level after. Bab: +1 per level Skills: Pick any 4. Combat Options: Pick one Simple: The Fighter gets a class based bonus of +2 to hit and +1 his level to damage. Feats: The fighter gets 1 feat at first level and 1 at each odd level thereafter. See feat descriptions starting on page 25. Powers: The fighter can choose 3 + his level points from the martial powers list. See the martial powers decription on page 42. Modules: Ask your GM which campaign modules are in effect for this game. If the Swashbuckling Combat module is used in your game the fighter gets +3 to any stunt attempt which moves an opponent around the map, or to resist any attempt to be moved. They get +2 to disarm or resist being disarmed. See page 57. If the Hirelings modules is being used Fighter get a free 3 point henchmen at 5th level representing a squire or apprentice. They advance by the normal rules on page 65. etc... Using weapons, armours classes, terrain and descriptive movement will probably be the basic combat system. Minis on a grid (or without a grid, you didn't really need one in 3.x) is probably it's own 'module'. That's the way it was in 1ed and 2ed. A universal resolution system will be basic. There will probably a more detailed resolution system like that 'swashbuckling module' to allow more detailed or nuances resolution of things like disarms, tripping, chandelier swinging and whatnot. Similar to "page 42" from 4e. There will not, at any level or set of modules, be a time when you say "I charge the monster!" and your GM replies "We aren't using charge rules, just attack." Or if there is, that's not the fault of the rules, it's your fault for picking a GM with the personality of tofu. [/QUOTE]
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Rule of Three: March 13
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