<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-17823142</id><updated>2011-06-24T20:05:16.703-07:00</updated><title type='text'>The Creation Forge</title><subtitle type='html'>This is a place for Eberron, D&amp;D and RPG. And also a place where I'll talk about stuff nobody cares about.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://creationforge.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://creationforge.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Polt</name><uri>http://www.blogger.com/profile/13857658744811725004</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>5</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-17823142.post-112923998201954867</id><published>2005-10-13T14:45:00.000-07:00</published><updated>2006-06-13T14:34:28.133-07:00</updated><title type='text'>Damage Save System part 2</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Spells: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Basically, I’ve grouped the damage dice together so: d4s and d6s are in one group, d8s and d10s are in one group, and d12s and d20s are in the last group.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;1d4 or 1d6 equals +1 point of damage. So a first lvl magic missile, 1d4, would be a +1 damage bonus (for a total damage score of 16). A flaming sphere or a 2d4 magic missile would both do damage worth of +2.&lt;span style=""&gt;  &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;A spell that deals 2d8 or 2d10 worth of damage would in this system deal +3. So to represent the larger die, it gets a single +1 no matter how many other dice of damage the spell deals in regular D&amp;D.&lt;br /&gt;+1 is a lot more powerful in this system than in a HP system. A spell that deals 2d12 or 2d20 damage, now gets a +4 for the damage roll. +2 Because there are two dice, and then +2 to represent the damage die.&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;This means that all the dice gives +1 damage pr. die, but if the die is a d8 or a d10, add the +1 bonus too. If it's a d12 or a d20, add a +2 bonus.&lt;br /&gt;&lt;br /&gt;For example, a spell that deals 4d8 worth of damage, will in this system deal +5 worht of damage.&lt;br /&gt;16d12 will here deal +18 worth of damage.&lt;br /&gt;&lt;p class="MsoNormal"&gt;&lt;/p&gt;&lt;br /&gt;&lt;span style="" lang="EN-GB"&gt;When struck by a spell, it works like with regular damage. This means that a person attacked by a spell, can shrug off all of the lethal damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;However, I think that spells should always cause at least some amount of damage, just as in regular D&amp;amp;D.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Even if you succeed your spell save, if a spell hits you, no matter what, you become bruised. If a spell hits you with a damage of 5 or more, you become dazed. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;If a spell hits you with damage 10 or more, you become hurt and if a spell hits you with damage 15 or more, you become wounded. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Things to consider regarding spells:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;A +1 to damage in this system is a lot more than in regular D&amp;D. So you might want to limit spells a bit. Spells that normally cause 1d6 pr. caster level, might now cause 1d6 every other caster level. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;A different approach is to instead make the DC for spell damage 10 + damage, instead of 15 + damage. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Also, spells like flamesword that does 2d6 dam +1 for every caster level should definitely be changed. The +1 pr. Caster lvl is very, very powerful for a spell that lasts as long as flamesword.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Also, limiting the spells like that might make some of them too weak. For example, if your fireball now deals +1 pr. every other caster level.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;To power it up a bit, without making it totally overpowered, you could rule that it sets what it hits on fire. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;DC 15 to put out the fire. A character on fire gets +2 damage (Tougness Save DC 17) every round. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Or maybe you suffer fatigue from the blow too.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Healing spells:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Magical healing of course has to be changed too. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;All healing spells can be used to stabilize dying characters, and all healing spells gives a +5 to the recovery check.&lt;br /&gt;&lt;br /&gt;&lt;i style=""&gt;Cure Minor Wounds: &lt;/i&gt;Allows the target to make a recovery check (DC 10) to heal bruised or hurt conditions.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Cure Light Wounds: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;Allows the target to make a recovery check (DC 10) to heal wounded, dazed or unconscious conditions. Or automatically heal bruised or hurt conditions.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Cure Moderate Wounds: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;Allows the target to make a recovery check (DC 10) to heal disabled or staggering conditions. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Or automatically heals all bruised and hurt conditions. Or either a dazed or wounded conditions. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Cure Serious Wounds: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;Allows the target to make a recovery check (DC 10) to heal dying conditions. Or automatically heal one other condition. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Cure Critical Wounds: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;Automatically heals hurt, bruised, wounded, dazed and unconscious conditions. Or heals one dying condition. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Heal: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;Heals everything. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;span style="text-decoration: none;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Noteworthy spells: &lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;False Life:&lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt; This spell might instead give a +1 pr. every other caster level to your Toughness Save for the duration of the spell.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Mage armour:&lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt; Half of the bonus stacks with regular armour when determining Toughness Save. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Holy Sword: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;Can be a real killer. Regular weapon damage +2 (2d6) +5 is a lot. You might want to limit it to the +2 only. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Inflict spells: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;You might want to get rid of the +1 pr. caster level, or only keep it as +1 pr. caster level. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Protection from Alignment:&lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt; Gives a bonus to the Toughness Save. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Maybe also to the Defense Bonus. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Vampiric Touch:&lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt; You damage one condition, and heal one. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Other things to consider: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Natural Armour: &lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt;A lot of creatures have some pretty powerful natural amour. Add half of the bonus to the toughness saves, instead of all of it. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Damage Reduction:&lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt; Just keep it as it is. You might want to half it down though.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Regeneration:&lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt; A creature with regeneration may make recovery check for it’s worst condition every round. It cannot do this if damage by fire or acid. &lt;span style=""&gt; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Temporary HP:&lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt; Might give a bonus to Toughness Save, or perhaps makes your next Toughness Save an automatic success. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Power Attack: &lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Power attack become way to powerful, change it to this: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Subtract a number up to 5 from your dodge bonus and add the same number to your attack roll. You cannot lower you dodge bonus below 0 nor more than double your attack bonus.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Combat Expertise:&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;Shouldn't add to the toughness save, but the defense bonus. I'm not sure if this is balanced. Also, it probably shouldn't stack with fighting defensively.&lt;br /&gt;&lt;span style="" lang="EN-GB"&gt;&lt;span style="text-decoration: underline;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;/span&gt;&lt;/u&gt;     &lt;p class="MsoNormal"&gt;&lt;u style="font-weight: bold;"&gt;&lt;span style="" lang="EN-GB"&gt;Monsters&lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;It’s pretty simple to convert creatures into the damage save system. The biggest problem is that the CR of the creature might be a bit off, but that’s not that big a deal.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Use the constitution and armour to determine their Toughness Save. You might want to give them a +2 pr. size greater than medium too.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class="MsoNormal"&gt;&lt;span style="font-style: italic;"&gt;Undead: &lt;/span&gt;Make the Undead use their Charisma modifier, instead of their Constitution modifier when calculating their Toughness Save bonus.&lt;br /&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;New Feats: &lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Precise Attack*&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Prerequisites:&lt;span style=""&gt;  &lt;/span&gt;Dex 14&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;You can subtract a number up to 5 from your attack’s damage bonus and add the same number to your attack roll. You can’t lower your damage below 0 nor more than double your attack bonus. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Great Toughness*&lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Prerequisites: Con 14&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;You gain a +1 bonus to your Toughness Save. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;*A fighter can take these feats as bonus feats. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17823142-112923998201954867?l=creationforge.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creationforge.blogspot.com/feeds/112923998201954867/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=17823142&amp;postID=112923998201954867' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923998201954867'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923998201954867'/><link rel='alternate' type='text/html' href='http://creationforge.blogspot.com/2005/10/damage-save-system-part-2.html' title='Damage Save System part 2'/><author><name>Polt</name><uri>http://www.blogger.com/profile/13857658744811725004</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17823142.post-112923986400109798</id><published>2005-10-13T14:42:00.000-07:00</published><updated>2006-06-13T14:44:16.503-07:00</updated><title type='text'>Damage Save System part 1</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="font-size:14;"&gt;D&amp;D Damage Save System&lt;br /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;There's been some confusing about this. This system is INSTEAD of Hit points. When using this system, your character does not have any hit points, instead we use the damage chart (hurt, staggered and so forth).&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;u&gt;Combat rolls: &lt;/u&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Attack Bonus: Base attack + dex mod + size mod + misc. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Defense Bonus: 10 + Base attack + doge&lt;b style=""&gt;&lt;i style=""&gt; or &lt;/i&gt;&lt;/b&gt;parry bonus* + size mod + misc&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;*Doge bonus = dex bonus&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;Parry bonus = strength and shield, doesn’t work against ranged weapons.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Damage Bonus: weapon damage + strength*&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;*Unless it says otherwise, strength only works with melee and thrown weapons. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Tougness Save: d20 + Constitution mod. + armour bonus* + misc.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;*Armour bonus: Does not include dex modifier or shields. It's the armour you are wearing, natural armour or deflection bonuses.&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;/p&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Combat: &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;br /&gt;You use your Attack Bonus to hit. The DC to hit is the targets&lt;/span&gt;&lt;span style="" lang="EN-US"&gt; Defense&lt;/span&gt;&lt;span style="" lang="EN-GB"&gt; Bonus. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;If you hit, the target must succeed on a Toughness Save, DC 15 + Damage Bonus. If he fails he suffers damage, if he succeeds nothing happens, and the hit is just a scratch, a bruise, the armour takes it, or he simply shrugs off the hit. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Suffering Damage:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Just as in regular D&amp;amp;D there’s both lethal and Non-lethal damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;However opposed to D&amp;D, there are no Hit Points and weapon damage is a fixed amount. For example a Longsword deal +3 damage and a Greatsword deals +4 damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;For this system we use a “Damage Track” to see how wounded our characters are. This track has four steps for non-lethal damage, and five steps for lethal damage. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Non-lethal &lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Bruised:&lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt; If you receive non-lethal damage and fail your Toughness Save you become bruised. You can become bruised any number of times, each bruised result imposes a -1 on further Toughness Saves against non-lethal damage.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Dazed: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;If you fail your Toughness Save by 5 or more, you become dazed. You receive a -1 to your next Toughness Save. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Staggered: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;If you fail your Toughness Save by 10 or more or you’ve already become Dazed and receive additional damage (except for bruise hits) you become staggered. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;You lose your dodge bonus to defense and get an additional -2 to defense for this round. In the following rounds, staggered characters can only take a standard or a move action, not both. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Unconscious: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;If your Toughness Save fails by more than 15 or more, or you’ve already become Staggered and receive additional damage (except for bruise hits) you fall Unconscious. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;If you receive additional damage after this, check of the first available lethal box. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Lethal Damage: &lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Hurt: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;Works exactly like bruised, except it is lethal damage. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Wounded: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;If a character fails his Toughness Save by 5 or more he becomes wounded. You suffer a &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;-2 on all checks including attack rolls and Fortitude, Reflex and Will saves. This penalty persists until all wounded conditions are eliminated.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Additionally the character is stunned for one round. You loose your dodge bonus to defense, and have a -2 penalty to defense.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Disabled: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;If a character fails his Toughness Save by 10 or have already become wounded and receives additional damage he become disabled.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;A disabled character is badly hurt, if he chooses he can take one standard action but then fall unconscious and starts dying on the following round. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;Dying: &lt;/span&gt;&lt;/i&gt;&lt;span style="" lang="EN-GB"&gt;If a character fails his Toughness Save by 15 or more or has already become disabled and receives additional damage, he falls unconscious and starts dying.&lt;br /&gt;A dying character must make a Constitution checks (DC 10) every round. If he fails he dies. On a successful check the character lives another round. If the check succeeds by 10 or more (DC 20) the character becomes disabled and unconscious. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Alternatively you might want to make death work like in D&amp;amp;D, so when you drop, you got 10 rounds or so to recover. If not, you die. This makes actual death less random, and gives the other players an idea on how long you got left.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Recovery&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Recovering from damage requires a constitution check (DC 10). A successful check erases the damage condition, while an unsuccessful check does nothing. &lt;o:p&gt;&lt;/o:p&gt;&lt;br /&gt;&lt;br /&gt;You can make recovery checks once per minute for staggered and unconscious characters, once per hour for wounded, and once per day for disabled.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;You need at least some sort of treatment before you can recover from hurt and worse conditions. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;This could be a skill check (Heal) DC 15. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Bruised and dazed conditions automatically fade at the rate of one per minute. Hurt conditions fade (with treatment) at the rate of once per hour. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;i style=""&gt;&lt;span style="" lang="EN-GB"&gt;ACTION POINTS &lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;span style="" lang="EN-GB"&gt;can be used to get an immediate recovery check from non-lethal damage, rather than having to wait a minute. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;You can also spend an Action Point to ensure success on a recovery check. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Personally I think I’m going to give the players Action Points with can be used for this. Except they regain one action point pr. day instead of when they level up.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;Action point progression: All characters start out with 3 action points; can gain one additional point every third level. So a level 6 character would have 5 action points, a level 12 will have 7 action points and so on.&lt;br /&gt;&lt;!--[if !supportLineBreakNewLine]--&gt;&lt;br /&gt;&lt;!--[endif]--&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Critical hits: &lt;/span&gt;&lt;/u&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;You still need to roll a natural 20 to score a &lt;i style=""&gt;threat.&lt;/i&gt; And you still need to confirm that hit. A critical hit increases damage according to the weapon or attack.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;If unspecified a critical hit increases damage by +3. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;A greatsword for example gets a +4 on a crit, a Scimitar still only gets +3 but has a greater threat range (18-20).&lt;br /&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;u&gt;&lt;span style="" lang="EN-GB"&gt;Class abilities:&lt;br /&gt;&lt;/span&gt;&lt;/u&gt;&lt;/p&gt; &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;span style="font-weight: bold;"&gt;Monks:&lt;/span&gt; &lt;/span&gt;&lt;span style="" lang="EN-GB"&gt;This system really emphasise what a monk is.&lt;br /&gt;He’s going to dodge almost every hit, but since he’s not wearing any armor, it’s going to hurt when someone finally hits him. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-style: italic;"&gt;Wholeness of Body&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;Make this ability work like Cure Light Wounds or Cure Moderate Wounds, and make it improve at lvl 14 and lvl 20.&lt;br /&gt;&lt;/p&gt; &lt;p class="MsoNormal"&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Paladin:&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;br /&gt;Smite Evil: &lt;/span&gt;Make it 1 extra point of damage pr every two Paladin levels. So it will be +1 at second lvl, +2 at fourth level and so on.&lt;br /&gt;&lt;/p&gt; &lt;p class="MsoNormal"&gt;&lt;span style="font-style: italic;"&gt;Divine Grace&lt;span style="font-style: italic;"&gt;:&lt;/span&gt;&lt;/span&gt; If you want to make this ability apply to toughness saves too, make it half the charisma modifier instead of all of it.&lt;br /&gt;&lt;/p&gt; &lt;p class="MsoNormal"&gt;&lt;span style="font-style: italic;"&gt;Lay on Hands: &lt;/span&gt;Tricky one. I'd make it work like Cure Minor Wounds except for this:&lt;br /&gt;You don't get a +5 bonus to your recovery check, instead the Paladin has a total bonus pool of Half her Paladin level + her charisma bonus. She can split this bonus over many recovery checks.&lt;br /&gt;&lt;/p&gt; &lt;p class="MsoNormal"&gt;&lt;span style="font-weight: bold;"&gt;Rogue:&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Sneak Attack:&lt;/span&gt; +1 damage pr. d6&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17823142-112923986400109798?l=creationforge.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creationforge.blogspot.com/feeds/112923986400109798/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=17823142&amp;postID=112923986400109798' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923986400109798'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923986400109798'/><link rel='alternate' type='text/html' href='http://creationforge.blogspot.com/2005/10/damage-save-system-part-1.html' title='Damage Save System part 1'/><author><name>Polt</name><uri>http://www.blogger.com/profile/13857658744811725004</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17823142.post-112923937995162465</id><published>2005-10-13T14:34:00.000-07:00</published><updated>2006-06-12T10:51:45.913-07:00</updated><title type='text'>Fatigue Based Spell System</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;&lt;o:p&gt;&lt;/o:p&gt;So, I've tried to adapt the True20 spellsystem into D&amp;D for some time now, and this is what I came up with. I'd like to use it in my Eberron campaing.&lt;br /&gt;With this system, magic becomes much more versatile. The wizard can adapt to a lot situations, and won't waste a spell slot on comprehend languages, when all he sees that day is combat, and that spell slot could have been used on another Magic Missile.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;The wizard has to be changed a little though, no more spells pr. day. The Wizard can, in theory, cast an infinite number of spells, although this is very unlikely to happen. Because of the Fatigue Save, the wizard risks hurting himself in the process.&lt;br /&gt;&lt;br /&gt;It's a little like the way Raistlin casts spells in the Dragonlance series.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;The best thing about this system is that a lot of time in D&amp;amp;D, the wizard has to choose if he wants to get a cool utility spell, like Detect Thougts, or if he wants another Magic Missile to use in the heat of combat.&lt;br /&gt;But no more.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;No more parties suddenly going to sleep in the middle of the afternoon so the wizard can regain spells.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt; Fatigue spell system:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Most spells in the PHB will be causing fatigue. Basically every time a Wizard casts a spell, he'll need to make a Will or Fortitude save (whichever is higher).&lt;br /&gt;The DC for this save is: 6 + 1/2 caster lvl rounded down + spell lvl.&lt;br /&gt;&lt;br /&gt;For example. Mira a 7th lvl Wizard casts a 2nd lvl spell. The DC would then be: 6 + 3 + 2 = 11.&lt;br /&gt;&lt;br /&gt;The DC increases by 1 for every spell he casts.&lt;br /&gt;&lt;br /&gt;The DC goes back to normal when the Wizard has healed one step of fatigue.&lt;br /&gt;&lt;br /&gt;You recover one step of fatigue every hour you don't strain yourself, for example fighting or casting another spell.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-GB"&gt;There are three steps of Fatigue levels.&lt;br /&gt;The three steps are: Winded, Fatigued and Exhausted.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Winded: &lt;/span&gt;-2 to strength and dex. Cannot charge.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Fatigued: &lt;/span&gt;Cannot charge and -4 to str and dex. Also you suffer a -1 to Will, Fortitude and Reflex Saves.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Exhausted: &lt;/span&gt;Near collapse. -6 to str and dex. You move half speed and suffer an additional -1 to Will, Fortitude and Reflex saves. If a character who is exhausted suffer additional fatigue, he falls unconscious.&lt;br /&gt;&lt;br /&gt;I'm thinking of doing something like: 10 points in concentration gives you +1 on your will save against fatigue.&lt;br /&gt;I'm not sure if it is balanced, but you could also do like this: when you get 3rd lvl spells, 1st spells no longer increase the DC.&lt;br /&gt;And when you get 4th lvl spells, 2nd lvl spells no longer increase the DC. &lt;/span&gt;And so on.&lt;br /&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;If anyone reads this, any kind of feedback is welcome. Just use the "comment" function of the site.&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17823142-112923937995162465?l=creationforge.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creationforge.blogspot.com/feeds/112923937995162465/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=17823142&amp;postID=112923937995162465' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923937995162465'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923937995162465'/><link rel='alternate' type='text/html' href='http://creationforge.blogspot.com/2005/10/fatigue-based-spell-system.html' title='Fatigue Based Spell System'/><author><name>Polt</name><uri>http://www.blogger.com/profile/13857658744811725004</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17823142.post-112923920882674932</id><published>2005-10-13T14:26:00.000-07:00</published><updated>2005-10-13T14:33:28.826-07:00</updated><title type='text'>Green Ronin Rocks</title><content type='html'>I love the True20 system made by&lt;a href="http://www.greenronin.com"&gt; Green Ronin.&lt;/a&gt;&lt;br /&gt;But I think the system still is a bit limiting, it need an update or two to really work. So I've taken some of the parts I really like, and made them work (haven't totally play tested it yet, so it might not work that well) in D&amp;amp;D.&lt;br /&gt;&lt;br /&gt;Just so we are clear, I only adapted this stuff, Green Ronin made it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17823142-112923920882674932?l=creationforge.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creationforge.blogspot.com/feeds/112923920882674932/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=17823142&amp;postID=112923920882674932' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923920882674932'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923920882674932'/><link rel='alternate' type='text/html' href='http://creationforge.blogspot.com/2005/10/green-ronin-rocks.html' title='Green Ronin Rocks'/><author><name>Polt</name><uri>http://www.blogger.com/profile/13857658744811725004</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17823142.post-112923783132160293</id><published>2005-10-13T14:07:00.000-07:00</published><updated>2005-10-13T14:10:31.323-07:00</updated><title type='text'>Welcome</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;Welcome to the Creation Forge&lt;o:p&gt;&lt;br /&gt;&lt;/o:p&gt;&lt;br /&gt;This is my little Eberron sanctuary. I’ll talk about Eberron products, stuff I create for my D&amp;D game and whatever I feel like talking about. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;     &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;br /&gt;Basically I wanted a place were people could find my True20 to D&amp;D conversion, so I thought I’d upload them as a “blog”.&lt;br /&gt;That is it for now; I might add other stuff later on. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style=""&gt;&lt;/span&gt;Over and out &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17823142-112923783132160293?l=creationforge.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creationforge.blogspot.com/feeds/112923783132160293/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=17823142&amp;postID=112923783132160293' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923783132160293'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17823142/posts/default/112923783132160293'/><link rel='alternate' type='text/html' href='http://creationforge.blogspot.com/2005/10/welcome.html' title='Welcome'/><author><name>Polt</name><uri>http://www.blogger.com/profile/13857658744811725004</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
