Difference between revisions of "Open4E:Main Page"

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I got bored real fast of rolling up lots of the same carcartehs using 3d6 and ability scores. It just doesn't offer much real useful variety. Numbers are boring and the system is a crutch for people lacking imagination.If they want to run a dumb character, let them run one. I've had more fun by just assuming my character was an idiot and playing it as one than any intelligence score ever offered me.If they want variety or the GM wants to force them to play something with variety, set up arrays of skills or characteristics or whatever and make the players roll and take what they get. "Wow, I'm a female dwarf with big muscles and a little brain. Yuck, yuck, that's so fun I could never have thought it up myself."I'd rather imbue uniqueness and variety in my character by using my imagination. And spend my time playing the game, not playing with numbers on paper.
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[[Category:Game System]]
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[[Category:Open4E]]
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=Open4E=
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This system is intended to be a streamlined and open tactical RPG. The primary source of inspiration is Dungeons and Dragons 4th Edition.
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Our system goals:
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* A unified class design system, with simplified hybriding and multiclassing
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* Better balance between power choices within a class
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* Smoother progression between levels, and an elimination of "speedbump" and "tax" feats
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=Sections=
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==[[Open4E:Core_Mechanic|The Core Mechanic]]==
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All situations are resolved through a single mechanic, called a [[Open4E:Core_Mechanic|check]]: you roll a D20, add modifiers based on your competency or the situation, and announce the result. The Dungeon Master (DM) will compare this check result to a difficulty class (DC) based on the situation and the inherent difficulty of what you’re trying to accomplish. If your check result matches or exceeds the DC, you succeed; if it doesn't, you fail.
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==[[Open4E:Actions|Performing Actions]]==
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When you want to do something in the game, you tell the DM what you want to accomplish, and then the DM assigns a difficulty class and tells you what modifiers apply to your check roll. While this is enough to get started, the game provides more detailed rules to determine what kinds of actions that you can perform at what times.
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==Pacing and Tempo==
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During the game, the flow of time may be measured in two distinct pacings, based on the tempo and tactical danger that the characters are in.
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===[[Open4E:Scenes|Scenes]]===
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Scenes are periods of improvisational acting and preparation, where second-by-second decisions are less important than maintaining a smooth flow of the dialog and narration.
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===[[Open4E:Encounters|Encounters]]===
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Encounters are periods of fast-paced action where every second counts.
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==[[Open4E:Abilities|Abilities]]==
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All characters in this game have six core abilities, which determine or influence all their other statistics: Strength, Dexterity, Constitution, Charisma, Intelligence, and Wisdom.
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==[[Open4E:Skills|Skills]]==
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In addition to Abilities, Skills are a more detailed way to specify your character's proficiencies.
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==Other Traits==
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In addition to Abilities and Skills, the following traits help define your character's capabilities in and out of combat.
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===[[Open4E:Defenses|Defenses]]===
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===[[Open4E:Hit Points|Hit Points and Vitality]]===
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===[[Open4E:Proficiencies|Weapon Proficiencies]]===

Revision as of 11:33, 26 September 2012


Open4E

This system is intended to be a streamlined and open tactical RPG. The primary source of inspiration is Dungeons and Dragons 4th Edition.

Our system goals:

  • A unified class design system, with simplified hybriding and multiclassing
  • Better balance between power choices within a class
  • Smoother progression between levels, and an elimination of "speedbump" and "tax" feats

Sections

The Core Mechanic

All situations are resolved through a single mechanic, called a check: you roll a D20, add modifiers based on your competency or the situation, and announce the result. The Dungeon Master (DM) will compare this check result to a difficulty class (DC) based on the situation and the inherent difficulty of what you’re trying to accomplish. If your check result matches or exceeds the DC, you succeed; if it doesn't, you fail.

Performing Actions

When you want to do something in the game, you tell the DM what you want to accomplish, and then the DM assigns a difficulty class and tells you what modifiers apply to your check roll. While this is enough to get started, the game provides more detailed rules to determine what kinds of actions that you can perform at what times.

Pacing and Tempo

During the game, the flow of time may be measured in two distinct pacings, based on the tempo and tactical danger that the characters are in.

Scenes

Scenes are periods of improvisational acting and preparation, where second-by-second decisions are less important than maintaining a smooth flow of the dialog and narration.

Encounters

Encounters are periods of fast-paced action where every second counts.

Abilities

All characters in this game have six core abilities, which determine or influence all their other statistics: Strength, Dexterity, Constitution, Charisma, Intelligence, and Wisdom.

Skills

In addition to Abilities, Skills are a more detailed way to specify your character's proficiencies.

Other Traits

In addition to Abilities and Skills, the following traits help define your character's capabilities in and out of combat.

Defenses

Hit Points and Vitality

Weapon Proficiencies