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6 months ago  ::  Jan 03, 2013 - 7:50AM #41
Lawolf
Date Joined: May 4, 2008
Posts: 4,407
Scaling [W] works fine as long as weapon damage is slightly modified to:

Light: d6
One Handed: d8
Two Handed Light: d8
Two Handed: d10

Remember, the trade off for a two handed weapon is either an off handed one or a shield. Easily worth a +1 damage per [W]. The trade off for a light weapon is the ability to use dexterity in place of strength. Also easily worth +1 damage per [W]. In fact, unless riposte gets fixed a dagger rogue out damages a fighter easily.

To keep the d12 alive, some classes should receive a weapon talent that increases damage one step.
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6 months ago  ::  Jan 03, 2013 - 8:03AM #42
Rastapopoulos
Date Joined: Jan 2, 2013
Posts: 711

Jan 3, 2013 -- 7:41AM, Kaganfindel wrote:

I don't want extra attacks in the game because they take more time to resolve





16th Level Fighter on 3ed:

Roll 4d20 for your four attacks. Roll 4 weapon-damage dice for your damage.

16th Level Fighter on 5ed:

Roll 1d20 for attack. Roll 1 weapon-damage die + 6d6.


That's 8 dice rolled on either case.
I don't see why it would now take any less time to resolve than in the old system.

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6 months ago  ::  Jan 03, 2013 - 8:08AM #43
JamesManhattan
Date Joined: Mar 17, 2008
Posts: 202
To differentiate weapons, they could limit certain maneuvers to certain weapon types.

I could see limiting Cleave and Glancing Blow to 2-handed heavy weapons only.
I could see limiting "Spring Attack" or "Disarm" to light weapons only.


They already limit "Volley" and "Precise Shot" to Ranged Weapons.
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6 months ago  ::  Jan 03, 2013 - 9:06AM #44
Kaganfindel
Date Joined: Apr 1, 2007
Posts: 1,378

Jan 3, 2013 -- 8:03AM, Rastapopoulos wrote:

Jan 3, 2013 -- 7:41AM, Kaganfindel wrote:

I don't want extra attacks in the game because they take more time to resolve





16th Level Fighter on 3ed:

Roll 4d20 for your four attacks. Roll 4 weapon-damage dice for your damage.

16th Level Fighter on 5ed:

Roll 1d20 for attack. Roll 1 weapon-damage die + 6d6.


That's 8 dice rolled on either case.
I don't see why it would now take any less time to resolve than in the old system.




The number of dice rolled is the same; the number of dice rolls is different.  Edward the Third will make between four and eight dice rolls; Edward the Fifth will make one or two.  Add target declaration, hit confirmation, crit confirmation, hit resolution and a little time to jiggle the dice between throws, and there's a measurable difference in the length of every turn.

"When Friday comes, we'll all call rats fish."
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6 months ago  ::  Jan 03, 2013 - 9:24AM #45
sleypy
Date Joined: Jun 1, 2011
Posts: 1,432
I prefer MD over having multiple attacks; I don't particularly like the idea of making multiple attack rolls at all because they are unnecessary mechanics purely for simulation and power gaming. Two weapon fighting can be rolled up together with two-handed weapons have both use one attack roll and one damage roll; the two fighting styles can use properties and feats to differentiated them.
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6 months ago  ::  Jan 03, 2013 - 9:40AM #46
cassi_brazuca
Date Joined: May 24, 2012
Posts: 731

Jan 3, 2013 -- 9:06AM, Kaganfindel wrote:


Jan  3, 2013 --  8:03AM, Rastapopoulos wrote:

Jan  3, 2013 --  7:41AM, Kaganfindel wrote:

I don't want extra attacks in the game because they take more time to resolve





16th Level Fighter on 3ed:

Roll 4d20 for your four attacks. Roll 4 weapon-damage dice for your damage.

16th Level Fighter on 5ed:

Roll 1d20 for attack. Roll 1 weapon-damage die + 6d6.


That's 8 dice rolled on either case.
I don't see why it would now take any less time to resolve than in the old system.




The number of dice rolled is the same; the number of dice rolls is different.  Edward the Third will make between four and eight dice rolls; Edward the Fifth will make one or two.  Add target declaration, hit confirmation, crit confirmation, hit resolution and a little time to jiggle the dice between throws, and there's a measurable difference in the length of every turn.


Nah, you could do things pretty fast. Just roll the d20 and the damage dice together. Also 6d6 is a lot of dice. I mean, it's the d6 but still, in my table, it would need more than 1 roll.

About Classes: Spoiler: Show

There is one advantage in class design that it’s not mentioned very often. The short version is: being a Wizard actually means something.
I will try to explain this.
A class is formed by several parts: It has the mechanics, which is obvious. But it also has fluff, flavor, description and legacy. Basically there are the stories about characters of that class, the class’s identity and all of such. To better represent my opinion, I shall bring to the discussion another commercial franchise: Final Fantasy.
In many FFs there exists the Job system, which is really just a class system. Many times the Final Fantasy’s games uses a system different from that, but usually it’s a system unique to the game, and even so references to the Job system exist, so the Job system wins as most common system used by FF. Thing is, many people recognize FF Jobs, from classical Jobs such as Black Mage, White Mage, Warrior, Ninja, Paladin, Dragoon to less iconic Jobs such as, I don’t know, Jobs that only appeared in one to three games. Thing is, with considered time, these Jobs have all sort of Fluff and Legacy with then. Many characters not only use one Job, but also marked the series. When people talk about the Black Mage, for instance, not only they will remember the concept itself, but they will also remember all the appearances made in Job based games (which, in that specific case, are many) and also many characters like Palom from FFIV or Vivi from FFIX or Lulu from FFX. Things is, these Jobs marked the series and being one of them actually has meaning, because this Jobs have strong identities attached to them.
The problem with classless systems is that, they are classless. What is a Wizard in a classless system? This really matter? In a classless system, is there some meaning in being a Wizard? The problem with classless systems is that these identities are kinda of lost, because being a Wizard is not so important, because being a Wizard does not have any mechanical marks and basically in a classless system, there is no Wizard by default, this doesn’t have meaning in a practical way. With class bases D&D, however, that is different. Being a Wizard in D&D has meaning, an when people talk about Wizards in D&D they will not only remember the current version of the Wizard, they will also remember all versions of the Wizard, and all characters and NPCs that are Wizards, and now, they will also remember the mechanical difference and the flavor, identity difference between the Wizard and the other spellcasting classes.
This is something really hard to put in words, there is my best shot.

Right now, I would make Vancian the standard magic system for most classes in D&D (including Wizard and Cleric). What people complained is the fact that the Wizard was Vancian-Only. If it was Vancian-Default, that would be different.
I've long advocated supporting both the Points of Light setting and settings full of magic items.
I had some thought on one spellcasting system.
Spoiler: Show

It is basically composed of three parts:
1.    The Standard System:
The standard system would be classic Vancian.
Wizard: classic Vancian, have to learn spells first, and then prepare them. All the 9 spells levels.
Cleric: It would be Vancian, but with some differences, The Cleric would carry on the tradition of choosing spells directly from the class’s spell list, but it would have some old school disadvantages to compensate, such as 7 spell-levels for Clerics and Druids (and even less for Paladins and Rangers), and most divine’s spells would be about healing and support (the Druid and the Ranger can have more offensive spells), and, in general, they would have less spells, perhaps even having divine spells (Cleric, Druid, Paladin and Ranger) be worse than arcane spells, as I’ve told that it was like this in pre-3rd Edition.
2.    The Flagships
The Flagships are classes that represent one alternative magic system in the standard system. They, by default, are not Vancian, they use another system (with the possibility of using Vancian or other systems).
Sorcerer: This Sorcerer would be a little different than the other casters. They would have the same spell list as the Wizard (a la 3.X) and they will use, by default, flexible spell-slots spellcasting (the current system. Very like 3.X Sorcerer, but with class benefits that make then different, a la 4th Edition.
With regards to other classes, I would make Bards Vancian, but the Warlock is also a good candidate to some different spellcasting mechanics. Possibly the Witch (4e post-Essentials subclass) somewhere?
3.    Modular Magic Systems
And there would be a module that changes the way that the spellcasting works. This would be a module that has guidelines about altering the default spellcasting mechanics. The guidelines would consist of how the quantity of spells cast can be ported over, and from which spells they prepare, etc...
Let’s give a proper example: The Wizard would be classic Vancian. Thing is, for alternative casting systems, the Wizard would have guidelines that would be something on these lines:
“They always prepare spells from the list of know spells. In alternative spellcasting modules, he can prepare a number of spells equal to 1+ Wizard’s level, and the number of spells slots or equivalent is equal to the number of spells per level per day.”
This is not something that will have problems of text space. All that you need is some short guidelines about which spells they can chose to cast and how much spells they cast. The rest of these mechanics would be stated only once, in the module of alternative magic system.
The good points:
•    Not only every Vancian class would have an option to be non-Vancian, but also the non-Vancian classes would have the options to be Vancian. Why some classes in default would be Vancian while others not? Add some variety for the new players and players of things like RPGA and Encounter. That and many of the editions of D&D had it like that.
•    It manages to both being classic with classic Vancian and satisfy the non-Vancian fans with flagships and modules.
The bad points:
•    Using alternative magic systems do not raise your raw power but make casters more flexible. The classes that are already flexible (such as Sorcerer) would need some more flexibility to keep up. No idea how to handle martial characters, although.

We should get rid of at-will cantrips. Spoiler: Show

Okay, now that you’ve got the first panic reaction, let me explain it. Yes, many people like at-will cantrips and they are popular. They have everything that it takes to be popular. However, I think we should remove them from the game, at least as an assumption to all caster classes.
First: At-will cantrips blur up the distinction between casters and martial characters, and makes being a gish useless.
Basically in non at-will cantrips systems there is an advantage in martial characters: the fact that they have abilities that they can always use. But if we give every caster at-will cantrips this blurs up the difference between classes, take out a huge advantage of martial classes. There is also the gish issue. Basically in non at-will cantrips systems, there is a huge advantage of being a gish over being a full caster. The advantage of have some reliable action when out of spells. At-will cantrips weakens that advantage. Just for you to have some idea I was talking previously about the possibility of the Wizard being weaker than the Cleric (some time ago), and when I quoted the fact that the Cleric is a gish, people talked that this is not important, that it doesn’t have such impact because it will use its at-will cantrips. Being a gish should matter. Of course when being a gish actually matters, we can rebalance the classes but it should matter.

Second: At-will cantrips go into the opposite direction of trying to balance casters.
Really when we are trying to balance classic or neo Vancian casters, why give to all of them at-will cantrips? Why we cannot use the absence of at-will cantrips to provide a drawback to balance casters?
Third: At-will cantrips weaken the challenge of resource management.
Really when you always have magic a great part of the challenge goes away. The possibility in being out of magic is not a bug, it is a feature It is part of the system, and this challenge don’t have to go away because it is fun. The challenge of running out of magic is part of the system, and fun.
Fourth: At-will cantrips do not fit properly under every system.
Really is not that I don’t like at-will magic, but I don’t think we should bake in every spellcasting system. In 4e it worked because it was part of AEDU, but now, they don’t feel part of anything. They seem to be an arbitrary addition to the game. The 3.5 Warlock was special because it was a class with at-will magic in a game where it doesn’t exist, otherwise, at-will magic. We can have at-will cantrips but it should be done it right, and not being a default assumption for every caster class. I’m worried if they are going to launch a mana spell-point based magic system for spellcasters. This system should not have at-will, no mana cost magic as default for every caster class, because running out of mana is part of the mana system. In Final Fantasy they even have no MP cost magic, but they do it right, and when they use no MP cost magic, it is special because it is in a game that is otherwise MP based.
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6 months ago  ::  Jan 03, 2013 - 9:40AM #47
Doug_Lampert
Date Joined: Aug 22, 2007
Posts: 133

Jan 3, 2013 -- 7:41AM, Kaganfindel wrote:

I don't want extra attacks in the game because they take more time to resolve and they inflate the value of anything that adds a flat bonus to damage rolls.  I'll take weapons all being effectively the same at higher levels over weapon differentiation rules that make specific, optimal weapons the default choice for certain classes and builds.  Let the player who imagines his hero swinging an axe do so without falling behind the optimizer who knows enough about the system to take a spiked chain.

MDD also add something to the game that I think would be lost with extra attacks: they move some of the decision making out of character generation and back into combat.  In 4e you pick your role when you build the character - you build your fighter to be a tank or a damage dealer, for instance.  Martial damage dice let a player build a fighter, and decide whether he's going to be a tank or a damage dealer every round, as the situation demands.  Instead of having to decide how your character is going to work when you build it, you decide what it's going to do as you play it, and I'm enjoying that about the system.  

There might be some merit in having two-handed weapons modify the size of the MDD.  Using a bigger damage die and adding 1 to the average damage of each MDD (and making critical hits fairly devastating) seems, at least on paper, to be a good way to make 2h weapons compelling and the mechanics in keeping with the physics.




Are you playing some odd variant packet where MDD refresh once per ROUND? Because they now refresh once per TURN, so your fighter gets to parry EVERY turn and attack for max damage EVERY turn.

That most of the people defending MDD haven't noticed this costs me some faith in their ability to analyze the packet and what its effects are.

Meanwhile we have:

Jan 3, 2013 -- 8:03AM, Rastapopoulos wrote:

Jan 3, 2013 -- 7:41AM, Kaganfindel wrote:

I don't want extra attacks in the game because they take more time to resolve





16th Level Fighter on 3ed:

Roll 4d20 for your four attacks. Roll 4 weapon-damage dice for your damage.

16th Level Fighter on 5ed:

Roll 1d20 for attack. Roll 1 weapon-damage die + 6d6.


That's 8 dice rolled on either case.
I don't see why it would now take any less time to resolve than in the old system.




So you see no difference between four SEPARATE rolls of 1d20, each of which needs to have a different modifier added prior to comparison to AC, followed by 4 separate damage die rolls and two rolls of multiple dice.

In the 3rd edition example you need to roll 1d20, ask if it hit, if it did then roll damage die, ask if the foe went down, then roll 1d20-5, ask if it hit, if it did then roll damage die, ask if the foe went down, roll 1d20-10, ask if it hit, if it did then roll damage die, ask if the foe went down, roll 1d20-15, ask if it hit, if it did then roll damage die.

Note that the first, check if it went down tends to be vital, as you can abort the attack sequence and move if that hit takes a target down. The next two stop to check if it went downs are still important if there are two or more foes in reach.

Meanwhile, the new rule set, you roll 1d20, glance at it and know you hit since monster AC sucks, roll damage at the same time and you're done. There are lots of problems with MDD, but they are faster than multiple attacks. Number of dice rolled isn't important, it's number of separate resolution events that chews up time.

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6 months ago  ::  Jan 03, 2013 - 9:42AM #48
cassi_brazuca
Date Joined: May 24, 2012
Posts: 731
Read my post. I think that, once you figure out what number you need to take, it's pretty fast.
About Classes: Spoiler: Show

There is one advantage in class design that it’s not mentioned very often. The short version is: being a Wizard actually means something.
I will try to explain this.
A class is formed by several parts: It has the mechanics, which is obvious. But it also has fluff, flavor, description and legacy. Basically there are the stories about characters of that class, the class’s identity and all of such. To better represent my opinion, I shall bring to the discussion another commercial franchise: Final Fantasy.
In many FFs there exists the Job system, which is really just a class system. Many times the Final Fantasy’s games uses a system different from that, but usually it’s a system unique to the game, and even so references to the Job system exist, so the Job system wins as most common system used by FF. Thing is, many people recognize FF Jobs, from classical Jobs such as Black Mage, White Mage, Warrior, Ninja, Paladin, Dragoon to less iconic Jobs such as, I don’t know, Jobs that only appeared in one to three games. Thing is, with considered time, these Jobs have all sort of Fluff and Legacy with then. Many characters not only use one Job, but also marked the series. When people talk about the Black Mage, for instance, not only they will remember the concept itself, but they will also remember all the appearances made in Job based games (which, in that specific case, are many) and also many characters like Palom from FFIV or Vivi from FFIX or Lulu from FFX. Things is, these Jobs marked the series and being one of them actually has meaning, because this Jobs have strong identities attached to them.
The problem with classless systems is that, they are classless. What is a Wizard in a classless system? This really matter? In a classless system, is there some meaning in being a Wizard? The problem with classless systems is that these identities are kinda of lost, because being a Wizard is not so important, because being a Wizard does not have any mechanical marks and basically in a classless system, there is no Wizard by default, this doesn’t have meaning in a practical way. With class bases D&D, however, that is different. Being a Wizard in D&D has meaning, an when people talk about Wizards in D&D they will not only remember the current version of the Wizard, they will also remember all versions of the Wizard, and all characters and NPCs that are Wizards, and now, they will also remember the mechanical difference and the flavor, identity difference between the Wizard and the other spellcasting classes.
This is something really hard to put in words, there is my best shot.

Right now, I would make Vancian the standard magic system for most classes in D&D (including Wizard and Cleric). What people complained is the fact that the Wizard was Vancian-Only. If it was Vancian-Default, that would be different.
I've long advocated supporting both the Points of Light setting and settings full of magic items.
I had some thought on one spellcasting system.
Spoiler: Show

It is basically composed of three parts:
1.    The Standard System:
The standard system would be classic Vancian.
Wizard: classic Vancian, have to learn spells first, and then prepare them. All the 9 spells levels.
Cleric: It would be Vancian, but with some differences, The Cleric would carry on the tradition of choosing spells directly from the class’s spell list, but it would have some old school disadvantages to compensate, such as 7 spell-levels for Clerics and Druids (and even less for Paladins and Rangers), and most divine’s spells would be about healing and support (the Druid and the Ranger can have more offensive spells), and, in general, they would have less spells, perhaps even having divine spells (Cleric, Druid, Paladin and Ranger) be worse than arcane spells, as I’ve told that it was like this in pre-3rd Edition.
2.    The Flagships
The Flagships are classes that represent one alternative magic system in the standard system. They, by default, are not Vancian, they use another system (with the possibility of using Vancian or other systems).
Sorcerer: This Sorcerer would be a little different than the other casters. They would have the same spell list as the Wizard (a la 3.X) and they will use, by default, flexible spell-slots spellcasting (the current system. Very like 3.X Sorcerer, but with class benefits that make then different, a la 4th Edition.
With regards to other classes, I would make Bards Vancian, but the Warlock is also a good candidate to some different spellcasting mechanics. Possibly the Witch (4e post-Essentials subclass) somewhere?
3.    Modular Magic Systems
And there would be a module that changes the way that the spellcasting works. This would be a module that has guidelines about altering the default spellcasting mechanics. The guidelines would consist of how the quantity of spells cast can be ported over, and from which spells they prepare, etc...
Let’s give a proper example: The Wizard would be classic Vancian. Thing is, for alternative casting systems, the Wizard would have guidelines that would be something on these lines:
“They always prepare spells from the list of know spells. In alternative spellcasting modules, he can prepare a number of spells equal to 1+ Wizard’s level, and the number of spells slots or equivalent is equal to the number of spells per level per day.”
This is not something that will have problems of text space. All that you need is some short guidelines about which spells they can chose to cast and how much spells they cast. The rest of these mechanics would be stated only once, in the module of alternative magic system.
The good points:
•    Not only every Vancian class would have an option to be non-Vancian, but also the non-Vancian classes would have the options to be Vancian. Why some classes in default would be Vancian while others not? Add some variety for the new players and players of things like RPGA and Encounter. That and many of the editions of D&D had it like that.
•    It manages to both being classic with classic Vancian and satisfy the non-Vancian fans with flagships and modules.
The bad points:
•    Using alternative magic systems do not raise your raw power but make casters more flexible. The classes that are already flexible (such as Sorcerer) would need some more flexibility to keep up. No idea how to handle martial characters, although.

We should get rid of at-will cantrips. Spoiler: Show

Okay, now that you’ve got the first panic reaction, let me explain it. Yes, many people like at-will cantrips and they are popular. They have everything that it takes to be popular. However, I think we should remove them from the game, at least as an assumption to all caster classes.
First: At-will cantrips blur up the distinction between casters and martial characters, and makes being a gish useless.
Basically in non at-will cantrips systems there is an advantage in martial characters: the fact that they have abilities that they can always use. But if we give every caster at-will cantrips this blurs up the difference between classes, take out a huge advantage of martial classes. There is also the gish issue. Basically in non at-will cantrips systems, there is a huge advantage of being a gish over being a full caster. The advantage of have some reliable action when out of spells. At-will cantrips weakens that advantage. Just for you to have some idea I was talking previously about the possibility of the Wizard being weaker than the Cleric (some time ago), and when I quoted the fact that the Cleric is a gish, people talked that this is not important, that it doesn’t have such impact because it will use its at-will cantrips. Being a gish should matter. Of course when being a gish actually matters, we can rebalance the classes but it should matter.

Second: At-will cantrips go into the opposite direction of trying to balance casters.
Really when we are trying to balance classic or neo Vancian casters, why give to all of them at-will cantrips? Why we cannot use the absence of at-will cantrips to provide a drawback to balance casters?
Third: At-will cantrips weaken the challenge of resource management.
Really when you always have magic a great part of the challenge goes away. The possibility in being out of magic is not a bug, it is a feature It is part of the system, and this challenge don’t have to go away because it is fun. The challenge of running out of magic is part of the system, and fun.
Fourth: At-will cantrips do not fit properly under every system.
Really is not that I don’t like at-will magic, but I don’t think we should bake in every spellcasting system. In 4e it worked because it was part of AEDU, but now, they don’t feel part of anything. They seem to be an arbitrary addition to the game. The 3.5 Warlock was special because it was a class with at-will magic in a game where it doesn’t exist, otherwise, at-will magic. We can have at-will cantrips but it should be done it right, and not being a default assumption for every caster class. I’m worried if they are going to launch a mana spell-point based magic system for spellcasters. This system should not have at-will, no mana cost magic as default for every caster class, because running out of mana is part of the mana system. In Final Fantasy they even have no MP cost magic, but they do it right, and when they use no MP cost magic, it is special because it is in a game that is otherwise MP based.
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6 months ago  ::  Jan 03, 2013 - 9:44AM #49
Orzel
Date Joined: Aug 22, 2007
Posts: 3,369
What if....

You get multiple attacks...but you only roll for damage once. Sorta like the inverse of Whirlwind attack. Or like Fireball but backwards.

Multiple attacks with less overall rolls. You get 2 attacks and roll the d20, if it hits you roll the damage dice. Then you roll your second attack and use the same damage die as the previous attack.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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6 months ago  ::  Jan 03, 2013 - 9:59AM #50
Doug_Lampert
Date Joined: Aug 22, 2007
Posts: 133

Jan 3, 2013 -- 9:42AM, cassi_brazuca wrote:

Read my post. I think that, once you figure out what number you need to take, it's pretty fast.




Nope, even if you roll damage and to hit at once, you STILL have 4 different to hit chances 3.x style and need to roll all those attacks separately, and there is STILL a pause for decision between every roll.

Some other, hypothetical, multiattack system where all attacks have the same hit chance and must have the same target and you declare how many attacks in advance would STILL be slower, as you must count successful hits prior to rolling damage since you can't roll 4 damage dice until you know you have four hits.

Parry and other interrupts will all FURTHER slow things down, as you now have calculations and choices per damage roll and MUST roll the damages separately. Damage resistance or half damage is NOT the same as "add them all up and then apply the reduction" so that also will need separate rolls and calculations.

There is simply no way that 4 attacks can be rolled even fractionally as fast as one.

I can add 7 dice (weapon + 6d6) in FAR less time than I can roll 4d20, count successes, get out appropriate dice, roll those dice, and then add the numbers that result.

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