<?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-21052960</id><updated>2012-02-16T22:41:37.002-05:00</updated><category term='WotBS'/><category term='Esaene'/><category term='Legal'/><category term='Weapons'/><category term='Credits'/><category term='Delay'/><category term='Advantage'/><category term='Playtest'/><category term='Rone'/><category term='Race'/><category term='Equipment'/><category term='Skills'/><category term='Balance'/><category term='Flags'/><category term='Vitality'/><category term='Divination'/><category term='Story'/><category term='Monster'/><category term='DnD'/><category term='Dream'/><category term='Wounds'/><category term='Winter&apos;s Shadow'/><category term='Beta'/><category term='Weir Valley'/><category term='Setting'/><category term='BayonetGames'/><category term='rycanada'/><category term='Amara'/><category term='Magic'/><category term='Prestige Classes'/><category term='Class'/><category term='Off-Topic'/><category term='Combat'/><category term='Gaming'/><category term='Keys'/><category term='System'/><category term='Elements of Magic'/><category term='Concealment'/><category term='Design'/><category term='ENWorld'/><category term='Theme'/><category term='Goals'/><category term='MACE'/><category term='OGL'/><category term='Damage'/><category term='Locations'/><category term='Augury'/><category term='The Game Musketeers'/><category term='Example'/><category term='Convention'/><category term='Healing'/><category term='Mutants and Masterminds'/><category term='Cover'/><category term='Criticals'/><category term='4th Edition'/><category term='Alpha'/><category term='Grappling'/><category term='Silverford'/><category term='Grim and Gritty'/><category term='Cure'/><category term='Mechanics'/><category term='Origins'/><category term='Buy Check'/><category term='Character'/><title type='text'>Esaene Design Spot</title><subtitle type='html'>This is the design blog for The World of Esaene, a fantasy setting for 4th Edition Dungeons and Dragons.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>82</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-21052960.post-2872469694508740830</id><published>2009-03-10T14:40:00.002-05:00</published><updated>2009-03-10T14:41:54.461-05:00</updated><title type='text'>I'm not dead...</title><content type='html'>I'm actually working very hard on the campaign, running it every other week with a good group and updating the campaign material daily. As a result, my already limited time to surf the net has been near eliminated.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-2872469694508740830?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/2872469694508740830/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=2872469694508740830' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/2872469694508740830'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/2872469694508740830'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2009/03/im-not-dead.html' title='I&apos;m not dead...'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-6461659395834038719</id><published>2008-09-22T09:33:00.002-05:00</published><updated>2008-09-22T09:35:45.905-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MACE'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><title type='text'>Preliminary MACE schedule</title><content type='html'>Friday 08:00 PM - 12:00 AM&lt;br /&gt;Saturday 01:30 PM - 05:30 PM&lt;br /&gt;Saturday 08:00 PM - 12:00 AM  &lt;br /&gt; &lt;br /&gt;D&amp;D 4e- Fear of the Dark&lt;br /&gt;Game Type: RPG&lt;br /&gt;Event Type: Open-Play&lt;br /&gt;&lt;br /&gt;D&amp;D 4E, Level 1. When forced to lay over in the small port of Storm Watch, the characters get involved in a search for a missing friend and the first search party that went looking for him.&lt;br /&gt;&lt;br /&gt;Pre-gens provided. May bring your own character (base PHB, level 1, 28 point buy instead of 22).&lt;br /&gt;Maturity: MFV&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-6461659395834038719?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/6461659395834038719/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=6461659395834038719' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/6461659395834038719'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/6461659395834038719'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/09/preliminary-mace-schedule.html' title='Preliminary MACE schedule'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-5036396849999196231</id><published>2008-07-18T21:33:00.002-05:00</published><updated>2008-07-18T21:34:27.331-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Winter&apos;s Shadow'/><title type='text'>Revisions and modifications</title><content type='html'>I've run the game twice now, making revisions after the first one and now refinements after the second. The third encounter was really causing me problems, but with some feedback from players I think I have it down.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-5036396849999196231?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/5036396849999196231/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=5036396849999196231' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5036396849999196231'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5036396849999196231'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/07/revisions-and-modifications.html' title='Revisions and modifications'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-6566740570039647489</id><published>2008-07-08T08:22:00.002-05:00</published><updated>2008-07-08T08:23:22.878-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ENWorld'/><category scheme='http://www.blogger.com/atom/ns#' term='Esaene'/><title type='text'>ENWorld Blog</title><content type='html'>I have created a blog on ENWorld and I may, given some thought, do all of my blogging for Esaene over there.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.enworld.org/forum/blog.php?u=34405"&gt;http://www.enworld.org/forum/blog.php?u=34405&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-6566740570039647489?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/6566740570039647489/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=6566740570039647489' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/6566740570039647489'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/6566740570039647489'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/07/enworld-blog.html' title='ENWorld Blog'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-4307827460618021170</id><published>2008-07-07T10:20:00.004-05:00</published><updated>2008-07-07T10:38:59.802-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Winter&apos;s Shadow'/><category scheme='http://www.blogger.com/atom/ns#' term='Story'/><category scheme='http://www.blogger.com/atom/ns#' term='DnD'/><title type='text'>Winter's Shadow</title><content type='html'>The first adventure to be published is called "Winter's Shadow". The design is complete and I'm working on writing it up, preparing it for layout, and identifying art needs.&lt;br /&gt;&lt;br /&gt;I'll be running internal playtests this week and, once I get through with any revisions from that, will be sending it out for some external playtests.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;em&gt;In Winter’s Shadow™, the player characters find themselves in the middle of a conflict on the Isle of Deldesheim.  The Baron of Deldesheim, Evander Agenor, is getting married in one week to the Lady Keira Morris, a noble from across the sea in Boyden Arbor. One week ago, a host of goblins and other beasts from the feywild invaded. After pushing back the initial assault, the Baron mobilized his troops, supplemented by two companies of troops from the Royal brigade. During the final battle against the fey, the Baron’s only daughter is kidnapped, which could cause the conflict to spiral out of control. Can the players rescue the Baron’s daughter and prevent a full scale war while battling their way through wild goblins, fey knights, and a mysterious gang of kidnappers?&lt;/em&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-4307827460618021170?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/4307827460618021170/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=4307827460618021170' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/4307827460618021170'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/4307827460618021170'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/07/winters-shadow.html' title='Winter&apos;s Shadow'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-517286956834675011</id><published>2008-07-01T13:50:00.003-05:00</published><updated>2008-07-03T09:53:43.495-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Setting'/><category scheme='http://www.blogger.com/atom/ns#' term='4th Edition'/><category scheme='http://www.blogger.com/atom/ns#' term='Esaene'/><title type='text'>Making adjustments to the setting</title><content type='html'>Now that I've had a chance to run the game and (finally) play (thanks to Galen at Origins for the great session), I'm starting to make the setting adjustments to fit the world as it is.&lt;br /&gt;&lt;br /&gt;The first question is a bit of a hot topic on ENWorld and other forums. What to do with Dragonborn and Tieflings. The change to Dragonborn is really just a backstory one - the Dragonborn are the result of a magical experiment, the mortals emulating the Gods (in that the aberrations were designed to be weapons); the dragonborn were created and bred to be weapons, turned into slaves, and eventually freed by their own power in a revolt that toppled an empire. They never rose to power, splitting up into various tribes and factions.&lt;br /&gt;&lt;br /&gt;The Tieflings, on the other hand, actual have some minor mechanical changes to go along with their massive story changes. The infernal thing is something I generally reserve for bad guys or a major storyline, not your run of the mill warlord. Instead, the Tiefling are out and "Cealdara" (Key-al-dara) are in. Cealdara are elves with abilities relating to cold. The Cealdara will be cousins to the Eladrin and Elves. Outsiders won't know the difference.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-517286956834675011?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/517286956834675011/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=517286956834675011' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/517286956834675011'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/517286956834675011'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/07/making-adjustments-to-setting.html' title='Making adjustments to the setting'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-3406351387421987352</id><published>2008-06-24T09:44:00.002-05:00</published><updated>2008-06-24T09:45:07.933-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Legal'/><category scheme='http://www.blogger.com/atom/ns#' term='BayonetGames'/><category scheme='http://www.blogger.com/atom/ns#' term='DnD'/><title type='text'>4E Statement of Acceptance</title><content type='html'>I've just filled out the paperwork and I should be sending it in soon so that BayonetGames will be able to publish 4th edition Dungeons &amp; Dragons material.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-3406351387421987352?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/3406351387421987352/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=3406351387421987352' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/3406351387421987352'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/3406351387421987352'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/06/4e-statement-of-acceptance.html' title='4E Statement of Acceptance'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-1385191652770930853</id><published>2008-06-14T08:53:00.002-05:00</published><updated>2008-06-14T09:01:38.848-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Origins'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><category scheme='http://www.blogger.com/atom/ns#' term='4th Edition'/><title type='text'>Infrequent update - 4E Madness</title><content type='html'>I've been busy with "real work" (AKA the work that pays the bills) so I've been spending my free time actually working on things as opposed to writing about working on things.&lt;br /&gt;&lt;br /&gt;I have 4th Edition D&amp;D and have run several games (before and after the release, based on the pre-release ruleset compiled by Verys Archon on ENWorld and the pre-release adventure, Keep on the Shadowfell). I ran Into the Shadowhaunt for D&amp;D gameday and that went well - my party, consisting primarily of 10-12 year old girls for some reason, had a great time. They beat the adventure and the follow-up white dragon encounter in three and a half hours.&lt;br /&gt;&lt;br /&gt;I'm currently starting 1 4th edition game at work, 1-2 times a week at lunch; I'm restarting my play-by-email game with the current ruleset (adapting EN Publishing's War of the Burning Sky for 4th edition); I'm also planning a semi-regular game at my FLGS (All Fun &amp; Games in Apex, NC) as well.&lt;br /&gt;&lt;br /&gt;The plan is, eventually, to start putting the adventure modules and publishable material into these games to prepare for eventual release. The main issue, of course, is that my job and family are very demanding of my time. So I'm not putting any undue pressure on myself. I'm going to Origins this month, DragonCon later in the year, and MACE (a more local convention) in November. Since MACE will be the first convention after the official third party release date, I imagine I'll try to have more official content ready to go by then.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-1385191652770930853?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/1385191652770930853/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=1385191652770930853' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1385191652770930853'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1385191652770930853'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/06/infrequent-update-4e-madness.html' title='Infrequent update - 4E Madness'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-7183394949604726271</id><published>2008-03-14T10:08:00.002-05:00</published><updated>2008-03-14T10:11:42.966-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Story'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><title type='text'>Narrativism vs. Simulationism</title><content type='html'>I've been seeing a lot of traffic on ENWorld lately about simulating critical wounds, dismemberment, and things like that. I suppose I fall deeply into the narrativist camp when I ask, "Why?"&lt;br /&gt;&lt;br /&gt;To me, character-altering things like that should be part of the story, not up to random chance. "Sorry, your guy lost his hand. Sucks to be you." Think about Jaime Lannister losing his hand, or a real-life example of captured English bowman being maimed so they can't draw back their bows. Random stuff happens in real life, but in a story and even a game, random things don't jive well. Anything major has to happen for some reason.&lt;br /&gt;&lt;br /&gt;Just my two cents...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-7183394949604726271?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/7183394949604726271/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=7183394949604726271' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/7183394949604726271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/7183394949604726271'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/03/narrativism-vs-simulationism.html' title='Narrativism vs. Simulationism'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-1745645716638022556</id><published>2008-03-05T12:44:00.003-05:00</published><updated>2008-03-05T12:48:13.281-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Origins'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Long time</title><content type='html'>Hey everyone,&lt;br /&gt;&lt;br /&gt;I know it's been a while since I updated this and it's been for a variety of reasons. Since 4th edition D&amp;D was announced, I struggled with what direction to take the game. I needed more info to make sure my vision wouldn't be so close to Wizard's vision that it would make my work moot, so I waited and watched.&lt;br /&gt;&lt;br /&gt;As it turns out, I like what I see. Based on the plethora of information available from D&amp;D experience, and a few email questions answered from Wizards of the Coast, I've decided to continue forward with Esaene using 4th Edition D&amp;D rules.&lt;br /&gt;&lt;br /&gt;The current plan is to have several things ready for demonstration at Origins this year and have them available for sale starting January 1st, 2009.&lt;br /&gt;&lt;br /&gt;More updates as we get closer.&lt;br /&gt;&lt;br /&gt;-Chris&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-1745645716638022556?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/1745645716638022556/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=1745645716638022556' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1745645716638022556'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1745645716638022556'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/03/long-time.html' title='Long time'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-1844870628552955584</id><published>2008-01-02T08:23:00.000-05:00</published><updated>2008-01-02T08:24:59.795-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><title type='text'>Update</title><content type='html'>I'm working on the first publication for Esaene - an adventure along with some setting information (location, groups, NPCs, etc.). Once I get that to a good point and have it all written out (after play tests in February) I'll start on the next one.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-1844870628552955584?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/1844870628552955584/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=1844870628552955584' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1844870628552955584'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1844870628552955584'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2008/01/update.html' title='Update'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-817252920243667518</id><published>2007-10-17T10:25:00.000-05:00</published><updated>2007-10-17T10:31:41.683-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Story'/><category scheme='http://www.blogger.com/atom/ns#' term='Esaene'/><title type='text'>Setting</title><content type='html'>I'm still running my PBEM game at the moment (although participation has lagged in the last two weeks). Things are going pretty well and I've had some time to brainstorm, mostly because I haven't had time to write due to "real work" concerns.&lt;br /&gt;&lt;br /&gt;Still, I have had some time to sit down with Brant and go over setting issues. I have a good scheme for areas that should help in multiple ways (both in-game/story and out-of-game/writing).&lt;br /&gt;&lt;br /&gt;The biggest issues facing me are as such:&lt;br /&gt;1. Time - I'm working about 50+hours a week, am a hockey season ticket holder, and have two children. You do the math.&lt;br /&gt;2. Philosophy - I dislike the Arcane/Divine divide concerning magic and I'm still working on separating them from D&amp;amp;D Canon.&lt;br /&gt;3. Mapping the known world - this one I solved with some brain-storming. The "known world" is fragmented and small, so maps will exist for individual areas. This has to do with the integration of the faerie-lands into the material plane. In other words, civilization will exist in pockets of faerie; traveling between them will be difficult at best.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-817252920243667518?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/817252920243667518/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=817252920243667518' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/817252920243667518'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/817252920243667518'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/10/setting.html' title='Setting'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-7037983432072249150</id><published>2007-08-28T20:07:00.000-05:00</published><updated>2007-08-28T20:08:39.798-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Story'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><title type='text'>Creative decision</title><content type='html'>I'm playing a wait and see game with fourth edition D&amp;amp;D. In the mean time, I'm spending most of my creative time on setting. I'll try to keep making updates as I come to it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-7037983432072249150?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/7037983432072249150/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=7037983432072249150' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/7037983432072249150'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/7037983432072249150'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/08/creative-decision.html' title='Creative decision'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-663985772058257350</id><published>2007-08-19T21:07:00.000-05:00</published><updated>2007-08-19T21:08:00.722-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Augury'/><title type='text'>Augury</title><content type='html'>Augury allows the character to read omens in order to foretell future events. This can be tracking the stars (astronomy), examining the liver (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;hepatoscopy&lt;/span&gt;) and/or entrails (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;haruspicy&lt;/span&gt;) of a sacrificial animal, interpreting natural phenomena, or almost any other ritualistic form of telling the future or seeking guidance (prayer, tea leaves, tarot, etc.).   &lt;div align="right"&gt;  &lt;table class="MsoTableGrid" style="border: medium none ; border-collapse: collapse; margin-left: 6.75pt; margin-right: 6.75pt;" align="right" border="1" cellpadding="0" cellspacing="0"&gt;  &lt;tbody&gt;&lt;tr style=""&gt;   &lt;td colspan="2" style="border: 1pt solid black; padding: 0in 5.4pt; width: 2.05in;" valign="top" width="197"&gt;   &lt;h3 style="line-height: normal;"&gt;Power Requirements&lt;/h3&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;Future time period&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;Power&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next minute&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;2&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next 10 minutes&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;3&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next hour&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;4&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next 24 hours&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;5&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next week&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;6&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next month&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;7&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next year&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;8&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next 10 years&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;9&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Within   the next 100 years&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;10&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt;  &lt;tr style=""&gt;   &lt;td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 0in 5.4pt; width: 117pt;" valign="top" width="156"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;Any   future&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;   &lt;td style="border-style: none solid solid none; border-color: -moz-use-text-color black black -moz-use-text-color; border-width: medium 1pt 1pt medium; padding: 0in 5.4pt; width: 30.6pt;" valign="top" width="41"&gt;   &lt;p class="MsoNormal" style="line-height: normal;"&gt;&lt;span style=""&gt;11&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;   &lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  &lt;/div&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Prerequisites:&lt;/b&gt; Wisdom 12&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Attribute:&lt;/b&gt; Wisdom&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Base Power: &lt;/b&gt;1 + Wisdom Modifier&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Base Area/Range:&lt;/b&gt; Personal&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Base Duration:&lt;/b&gt; Concentration&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Enhancements:&lt;/b&gt; None&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;Power Effect:&lt;/b&gt; The character may attempt to seek an answer to a specific question about the future. The diviner must make a successful Knowledge (Augury) check in order to correctly interpret the omens. The base DC for any Augury is 5 times the Power rating of the effect. &lt;span style=""&gt;If the Augury check succeeds, you receive a short answer to your question. If the question is direct, you will likely receive a simple “yes,” “no,” or “neither” answer.&lt;span style=""&gt;  &lt;/span&gt;If the question is complex, the answer will be cryptic. By succeeding by 10 or more, direct questions will be answered with additional information, and complex questions will be answered clearly. You can only ask a question once in a 24 hour period. Fail by 10 or more and you cannot ask the question again for a month. Interpreting the omens of another person is a -5 penalty to your check.&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/21052960-663985772058257350?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/663985772058257350/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=663985772058257350' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/663985772058257350'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/663985772058257350'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/08/augury.html' title='Augury'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-1767443548058267707</id><published>2007-08-07T08:56:00.001-05:00</published><updated>2007-08-07T08:58:30.980-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Story'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><category scheme='http://www.blogger.com/atom/ns#' term='Mechanics'/><title type='text'>The game approaches</title><content type='html'>I've made huge strides on the game system/mechanics and I have two and a half characters ready to start this thing. Once it begins I'll make regular updates of ongoing progress. So far I have an exile from the south, an army veteran turned mystic, and an &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_0"&gt;ambassador&lt;/span&gt; noble with mixed heritage. I'm wanting to get one or two more characters sorted out before we start in earnest.&lt;br /&gt;&lt;br /&gt;It should be fun.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-1767443548058267707?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/1767443548058267707/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=1767443548058267707' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1767443548058267707'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1767443548058267707'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/08/game-approaches.html' title='The game approaches'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-8569666464255175244</id><published>2007-07-28T22:28:00.001-05:00</published><updated>2007-07-28T22:28:30.843-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Silverford'/><category scheme='http://www.blogger.com/atom/ns#' term='Weir Valley'/><category scheme='http://www.blogger.com/atom/ns#' term='Playtest'/><title type='text'>Silverford</title><content type='html'>&lt;p class="MsoNormal"&gt;Silverford is a large town and smack in the middle of Weir Valley, straddling the Silver River along the Shield Road from Silvergate in the east to Shadow Gap in the west. It has a population just shy of 5000 and is the major trading center for goods traveling back and forth between Rone and Amara.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Technically it is ruled by Baron Callis Taljira, an Amaran noble who leaves most of the actual ruling to the elected city council. The council is currently led by Crispin Aldrich, a retired veteran of the now defunct Sixth Legion. Also on the council are Dugan Baxter, the head of the Merchant’s Guild, Edward Brigham the well known smith, weapon maker, and armorer, and Emmett Fletcher, cousin of the wealthy and powerful farmer William Fletcher and prominent land owner in the city. Also on the council, but not elected, is the town constable, Harrison Gage, another former soldier who served with Councilman Aldrich in the Sixth Legion.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;For travelers, there are three main Inns – The Lord’s Inn, the Eastgate Inn, and the Silver Fork. The Silver Fork is by all accounts the nicest and most expensive. There are many taverns throughout the city, some linked to gambling houses and other dens of ill repute. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-8569666464255175244?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/8569666464255175244/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=8569666464255175244' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/8569666464255175244'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/8569666464255175244'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/07/silverford.html' title='Silverford'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-4353248834925977701</id><published>2007-07-28T22:25:00.000-05:00</published><updated>2007-07-28T22:27:50.557-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Weir Valley'/><category scheme='http://www.blogger.com/atom/ns#' term='Playtest'/><title type='text'>Weir Valley</title><content type='html'>The Weir Valley lies between two major political foes – the Holy Amaran Empire to the east and the Kingdom (or Kingdoms, depending on whom you ask) of Rone to the west. Technically a province of Amara, it is the crossroads of any travel between the two lands as it is the only pass in the towering Greer mountains.&lt;br /&gt;&lt;br /&gt;Twenty years ago, the lowlands of Rone were firmly in the control of Emperor Augustus IV of Amara when a rebellion cost the Empire many of its best legions. Abram Kiros, the High King of Rone, led the rebellion and crushed the retreating Imperial Legions in sight of Shadow Gap, the western pass leading into the vale. No Imperial Army has marched past the fortress at Shadow Gap since that fateful day.&lt;br /&gt;&lt;br /&gt;The defeat impacted the Empire in many ways. The path to the Shattered Sea was now cut off, isolating provincial troops throughout the region. The provincial governments fell one by one and the Free Cities were formed as a result. The Empire had never been defeated on the field before that point, causing many to question the leadership of Emperor Augustus and whether or not he had been abandoned by God. The financial impact was devastating, sending the Empire into a depression they are just now recovering from.&lt;br /&gt;&lt;br /&gt;Besides the Fortress at Shadow Gap and the matching one, Silvergate, at the eastern pass, there is only one settlement of note within the valley. Silverford, the largest town and capital of the valley, sits astride the Silver River in the middle of the valley. The river itself flows north, from Darkwood Falls at the south end of the valley to the Crack at the north, where the river becomes wild and erratic in dangerous rapids as it twists through a canyon down towards the coast of Rone.&lt;br /&gt;&lt;br /&gt;Other than Silverford, there are two smaller fords across the river. Ramford in the north valley gets its name from the primary purpose of the route – moving herds of the well known and expensive Weiran Blacks, sheep from which the valley gets much of its income. In the south is Applecross, a ford in the rich and fertile orchards. Both fords have small villages at the banks to take advantage of the traffic.&lt;br /&gt;&lt;br /&gt;There are also smaller settlements throughout the valley, although none more than a few hundred people. Richland is the land of William Fletcher, the wealthiest man in Weir Valley. His farmlands and orchards provide him with his ample wealth. Sawyer’s Mill is a forestry town on the edge of Northwood Forest. Cameron Hill is the westernmost settlement in the valley and has a larger than average Ronish population. Darkwood Falls is near the forest and waterfall it is named for in the south. Finally, Harlot is a little mining town in the northeast that works the last major silver mine in the valley.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-4353248834925977701?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/4353248834925977701/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=4353248834925977701' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/4353248834925977701'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/4353248834925977701'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/07/weir-valley.html' title='Weir Valley'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-2267306898448902290</id><published>2007-07-23T08:27:00.000-05:00</published><updated>2007-07-23T08:28:05.359-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><title type='text'>Play by Post</title><content type='html'>I'm starting a play-by-post game with several people soon to go through some setting and rules stuff. I plan on keeping it updated here as we progress.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-2267306898448902290?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/2267306898448902290/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=2267306898448902290' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/2267306898448902290'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/2267306898448902290'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/07/play-by-post.html' title='Play by Post'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-6342975353656282887</id><published>2007-07-19T14:54:00.000-05:00</published><updated>2007-07-19T14:55:45.526-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Snapback</title><content type='html'>I've figured out a simple system for snapback, something Brant has always liked about the magic. I won't go into too many details now (tweaking), but I like it a lot and it should add some flavor to the magic. It's very simple.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-6342975353656282887?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/6342975353656282887/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=6342975353656282887' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/6342975353656282887'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/6342975353656282887'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/07/snapback.html' title='Snapback'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-5389276158578535954</id><published>2007-07-08T20:35:00.001-05:00</published><updated>2007-07-08T20:35:53.324-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Origins'/><title type='text'>Back home</title><content type='html'>I'm back from Origins. Much fun was had by all and I got a lot of work done on Esaene. I'll need to collect my thoughts a bit before posting any of it, but things are looking up.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-5389276158578535954?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/5389276158578535954/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=5389276158578535954' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5389276158578535954'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5389276158578535954'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/07/back-home.html' title='Back home'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-692248971546811175</id><published>2007-07-04T20:28:00.000-05:00</published><updated>2007-07-04T20:29:10.336-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Origins'/><title type='text'>Origins</title><content type='html'>I'm here in Columbus for Origins. I'll be at the BayonetGames booth - we're sharing it with Lock &amp;amp; Load.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-692248971546811175?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/692248971546811175/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=692248971546811175' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/692248971546811175'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/692248971546811175'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/07/origins_04.html' title='Origins'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-8050686842326466388</id><published>2007-07-02T07:50:00.000-05:00</published><updated>2007-07-02T07:56:48.217-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Origins'/><title type='text'>Origins</title><content type='html'>Brant and I will be at Origins this year, although I don't think we have anything specifically to show. We will spend the time getting some of this game stuff sorted out. Having several days to only work on this will help a lot.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-8050686842326466388?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/8050686842326466388/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=8050686842326466388' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/8050686842326466388'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/8050686842326466388'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/07/origins.html' title='Origins'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-101770489729925136</id><published>2007-06-04T09:21:00.000-05:00</published><updated>2007-06-04T09:25:52.039-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Class'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Some thoughts on classes</title><content type='html'>Looking at what Chris has developed, I'm seeing a lot of tie-in with the original Esaene rules.&lt;br /&gt;To recap: there were only 3 stats: ST, SK, IQ.  What I didn't do as well as Chris was balance the classes like he has.&lt;br /&gt;&lt;br /&gt;ST: combat-heavy warriors&lt;br /&gt;SK: dextrous and nimble rogues&lt;br /&gt;IQ: smart guys (like wizards)&lt;br /&gt;&lt;br /&gt;In between these, there are&lt;br /&gt;ST-SK: Ranger&lt;br /&gt;ST-IQ: Mageknight&lt;br /&gt;SK-IQ: not sure, but bears watching for development...&lt;br /&gt;&lt;br /&gt;I'm intrigued to see how the wizard/sorceror dichotomy shakes out, too.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-101770489729925136?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/101770489729925136/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=101770489729925136' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/101770489729925136'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/101770489729925136'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/06/some-thoughts-on-classes.html' title='Some thoughts on classes'/><author><name>Brant</name><uri>http://www.blogger.com/profile/07482746543829626805</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>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-1348897161010699883</id><published>2007-05-29T15:13:00.000-05:00</published><updated>2007-05-29T15:50:57.461-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Esaene'/><title type='text'>Esaene outline (working)</title><content type='html'>&lt;p&gt;I'm still brainstorming this and it is subject to much change...&lt;br /&gt;I think each release should be focused on an adventure and have it include the supplementary information along with it. Have an adventure in the Riverlands, the Pellinans, the heart of Amara or the highlands of Rone.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;Esaene primer&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;&lt;ol type=I&gt;&lt;br /&gt;&lt;li&gt;Introduction&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Races&lt;br /&gt;&lt;ol type=a&gt;&lt;li&gt;All characters are human&lt;br /&gt;&lt;li&gt;Certain feats represent bloodlines (half-elves, etc.)&lt;br /&gt;&lt;li&gt;Regional benefits are granted to different groups of people (cultures, etc.)&lt;br /&gt;&lt;li&gt;Many cultural groups will be detailed in separate regional books.&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;li&gt;Classes&lt;br /&gt;&lt;ol type=a&gt;&lt;li&gt;Fighter&lt;br /&gt;&lt;li&gt;Mageknight&lt;br /&gt;&lt;li&gt;Ranger&lt;br /&gt;&lt;li&gt;Rogue&lt;br /&gt;&lt;li&gt;Sorcerer&lt;br /&gt;&lt;li&gt;Wanderer&lt;br /&gt;&lt;li&gt;Wizard&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;li&gt;Skills&lt;br /&gt;&lt;ol type=a&gt;&lt;li&gt;Skill updates&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Language&lt;br /&gt;&lt;li&gt;Profession&lt;br /&gt;&lt;li&gt;Spellcraft&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;li&gt;Changes&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Remove Use Magic Device&lt;br /&gt;&lt;li&gt;Remove Magical Skills from EoM - Dispel Magic, Divination, Scry&lt;/li&gt;&lt;/ol&gt;&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;li&gt;Feats&lt;br /&gt;&lt;ol type=a&gt;&lt;li&gt;Magical feat changes&lt;br /&gt;&lt;li&gt;Magical traditions&lt;br /&gt;&lt;li&gt;Combat style trees&lt;br /&gt;&lt;li&gt;General changes &lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;li&gt;Magic&lt;br /&gt;&lt;ol type=a&gt;&lt;li&gt;Elements of Magic revised&lt;br /&gt;&lt;li&gt;Changes to base system &lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;li&gt;Starting region for base game &lt;/li&gt;&lt;/ol&gt;&lt;p&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;Regional Book&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;&lt;ol type=I&gt;&lt;li&gt;Introduction&lt;br /&gt;&lt;ol type=a&gt;&lt;li&gt;Overview&lt;br /&gt;&lt;li&gt;Map&lt;br /&gt;&lt;li&gt;Politics&lt;br /&gt;&lt;li&gt;Religion&lt;br /&gt;&lt;li&gt;History&lt;br /&gt;&lt;li&gt;Organizations&lt;br /&gt;&lt;li&gt;Adventure hooks/seeds&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;li&gt;Races&lt;br /&gt;&lt;ol type=a&gt;&lt;li&gt;Regional Feats&lt;br /&gt;&lt;li&gt;Languages available&lt;br /&gt;&lt;li&gt;Physical characteristics&lt;br /&gt;&lt;li&gt;Religion/Faith&lt;br /&gt;&lt;li&gt;Benefits/Drawbacks&lt;br /&gt;&lt;li&gt;Magical Traditions&lt;br /&gt;&lt;li&gt;Standard and exotic weapons/equipment&lt;br /&gt;&lt;li&gt;Preferred and restricted classes/traditions&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;&lt;li&gt;Focal point write up&lt;br /&gt;&lt;ol type=a&gt;&lt;li&gt;Location description &amp;amp; statistics&lt;br /&gt;&lt;li&gt;Important characters&lt;br /&gt;&lt;li&gt;Full adventure in setting&lt;/li&gt;&lt;/ol&gt;&lt;/li&gt;&lt;/ol&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-1348897161010699883?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/1348897161010699883/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=1348897161010699883' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1348897161010699883'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1348897161010699883'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/05/esaene-outline-working.html' title='Esaene outline (working)'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-3755676404762353285</id><published>2007-05-29T12:09:00.000-05:00</published><updated>2007-05-29T15:10:29.652-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Criticals'/><title type='text'>A question of criticals</title><content type='html'>This is something I have been wrestling with for months, if not years...&lt;br /&gt;&lt;br /&gt;Is it better to have a static percentage chance of a critical (a natural 20 is a 5% chance to threaten, regardless of who the attacker is) or make it a matter of degree? For example, if a target's base armor class without modifier is 10, a natural 20 is beating the target by an additional 10 (10 will hit on the nose, as will 11-20).&lt;br /&gt;&lt;br /&gt;So a rapier, normally a 18-20 threat range, would threaten/critical on a +8 (getting a result of 18 or better against an AC 10). Of course, at low levels critical hits would be less common as armor class often outstrips attack bonus. At high levels, however, this would reverse itself. It would probably require a defense bonus to mitigate it a bit, so high level opponents squaring off don't just crit each other to death. I'll have to run the numbers, I think.&lt;br /&gt;&lt;br /&gt;On the positive, certain maneuvers (like feint, trip, etc.) designed to make your opponent temporarily vulnerable would have a very real impact on combat. Feinting an opponent to make him flat footed against your next strike could very well end the combat. A trip attack puts a target in a very vulnerable position, making a wolf pack a very real and deadly threat.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-3755676404762353285?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/3755676404762353285/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=3755676404762353285' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/3755676404762353285'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/3755676404762353285'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/05/question-of-criticals.html' title='A question of criticals'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-8870606422180905079</id><published>2007-05-29T09:53:00.000-05:00</published><updated>2007-05-29T12:09:16.526-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Class'/><title type='text'>Classes</title><content type='html'>Well, I have all but finalized the classes. Minor tweaks still remain, but this is the current list&lt;span style="color:#cc0000;"&gt;*&lt;/span&gt;: Fighter, Mageknight, Ranger, Rogue, Sorcerer, Wanderer, Wizard.&lt;br /&gt;&lt;br /&gt;Fighters will handle all of the combat-intensive work and can be customized quite a bit - they get a feat or ability every level toward this end. They are the only class with the full attack bonus. Fighters have a hit die value of 1d12.&lt;br /&gt;&lt;br /&gt;Mageknights, Rangers, Rogues, and Wanderers all have a 3/4 attack bonus and different specializations. Mageknights are obviously spell-casters and their abilities are groomed in that direction. Rangers specialize in the hunting, guiding, and tracking; Rogues are experts in finding, avoiding, and acquiring; while Wanderers are jacks-of-all-trades who are good travelers - a "gypsy" class if you will. These classes all have a hit die value of 1d8.&lt;br /&gt;&lt;br /&gt;Sorcerers and Wizards are opposite sides of the same coin - 1/2 attack bonus, full magic, with their own strengths and weaknesses. Sorcerers have a greater breadth of power whereas Wizards are much more focused and have a more classical "wizard" feel to them. I really like the differences and unique feel to both. These two both have a hit die value of 1d4.&lt;br /&gt;&lt;br /&gt;All classes have starting abilities - class features they only gain if they start as a class. This consists of all weapon and armor proficiencies, as well as initial saving throw bonuses. Technically, the initial burst of skill points is also part of this, but it isn't listed that way.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:78%;color:#cc0000;"&gt;* I may add a "noble/leader" class, but that has not been finalized.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-8870606422180905079?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/8870606422180905079/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=8870606422180905079' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/8870606422180905079'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/8870606422180905079'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/05/classes.html' title='Classes'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-1902960471388871909</id><published>2007-05-23T08:41:00.000-05:00</published><updated>2007-05-23T09:14:31.680-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><category scheme='http://www.blogger.com/atom/ns#' term='Elements of Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='WotBS'/><category scheme='http://www.blogger.com/atom/ns#' term='Divination'/><title type='text'>The game goes on</title><content type='html'>Session two of our game was last night - it brought us through Act 2 (of 3) of the first adventure. The group has done well and they all advanced to level 2 after resting at a safe house in the city (a temple). In the process of all of this I have made adjustments to the magical skills (combining the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;Scry&lt;/span&gt; and Divination skills into a Divine spell list; moving Dispel Magic to &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;spellcraft&lt;/span&gt;). I'm also in the process of creating my first tradition.&lt;br /&gt;&lt;br /&gt;In the adventure, the main &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;NPC&lt;/span&gt; the party interacts with is a cleric/fighter called Torrent. I have made her a level 2 &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;mageknight&lt;/span&gt; instead and I started creating a magical tradition to encompass her faith. This will be the first in, I hope, many of such traditions.&lt;br /&gt;&lt;br /&gt;It's &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_4"&gt;tentatively&lt;/span&gt; named the Order of the Blue Circle - a religious order devoted to a god/goddess protecting travelers. They will have certain restrictions on which spell lists they can take first and they will have some bonuses to certain types of magic. The faith began around water magic, so I think I'm going to require followers of the faith to make 3 of their first 6 spell lists water-based or air-based and give them a +1 MP limit on air/gen and water/gen spells.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-1902960471388871909?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/1902960471388871909/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=1902960471388871909' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1902960471388871909'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1902960471388871909'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/05/game-goes-on.html' title='The game goes on'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-5497199598290394416</id><published>2007-05-21T12:30:00.001-05:00</published><updated>2007-05-21T12:30:44.280-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Elements of Magic'/><title type='text'>Sympathy</title><content type='html'>&lt;strong&gt;&lt;span style="color:#3366ff;"&gt;Sympathy&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;You can use items of your foes to enhance your spells.&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Benefit:&lt;/strong&gt; When casting a spell that targets a single creature and grants a saving throw, the DC to resist is increased by +2 if you possess an effigy – an item of physical, emotional, or spiritual significance to your target. If you possess a body part of the target, the DC is increased by +5.&lt;br /&gt;&lt;br /&gt;If part of a ritual, possessing an effigy will give the caster a +4 bonus to the caster level check. A body part will give a +10 bonus. If you use this ability, the target is always considered unwilling, so it must attempt a save to resist, even if the spell is normally harmless.&lt;br /&gt;&lt;br /&gt;Any effect on the target will affect the effigy or body part. For many spells, this will do nothing; evocations will often destroy the focus.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-5497199598290394416?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/5497199598290394416/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=5497199598290394416' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5497199598290394416'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5497199598290394416'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/05/sympathy.html' title='Sympathy'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-1698512588071383058</id><published>2007-05-16T13:54:00.000-05:00</published><updated>2007-05-16T14:15:31.658-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Class'/><category scheme='http://www.blogger.com/atom/ns#' term='Beta'/><title type='text'>Game update</title><content type='html'>I have started a game using some of my new rules, although I am starting out very slowly on that front. I plan to introduce rules one at a time in order to not inundate the players with changes. I'm running an existing campaign (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;WotBS&lt;/span&gt;), although I have changed the place names to protect the innocent (or guilty).&lt;br /&gt;&lt;br /&gt;Rich is playing Cyrus, a fighter. He was nearly killed by a mercenary and later made a rousing speech to inspire the citizenry in a time of crisis, organizing a bucket brigade to put out a burning building and generally acted heroically.&lt;br /&gt;Scott is playing &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;Nabron&lt;/span&gt;, a sorcerer. He is cowardly and self-serving, thinking only of his immediate goals.&lt;br /&gt;Brian C is playing &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;Arwin&lt;/span&gt;, a rogue with some fey blood. He heroically saved a woman from a burning building by scaling the wall and carrying her down from the fourth story.&lt;br /&gt;Brian D was absent, but is playing a yet to be seen &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;MageKnight&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;I have changed the classes slightly, added a few feats, and changed the magic system to Elements of Magic (Revised) along with the existing errata and Lyceum Arcana.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;Current Classes:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Fighter (slight modification by adding combat styles at odd levels)&lt;/li&gt;&lt;li&gt;Rogue (more akin to the Thief from Conan)&lt;/li&gt;&lt;li&gt;Sorcerer (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;Mage&lt;/span&gt; from &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;EoM&lt;/span&gt;)&lt;/li&gt;&lt;li&gt;Wizard (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;Arcanist&lt;/span&gt; from LA)&lt;/li&gt;&lt;li&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;Taskmage&lt;/span&gt; (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;EoM&lt;/span&gt;)&lt;/li&gt;&lt;li&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;Mageknight&lt;/span&gt; (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;EoM&lt;/span&gt;)&lt;/li&gt;&lt;/ul&gt;&lt;strong&gt;&lt;u&gt;Future Classes (&lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_11"&gt;tentative&lt;/span&gt;):&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Hunter/Ranger (non-magic)&lt;/li&gt;&lt;li&gt;Expert&lt;/li&gt;&lt;/ul&gt;&lt;strong&gt;Class Mechanic Change:&lt;/strong&gt; All classes have "Starting abilities" and "Class features". Some class features are only gained when you start as a class. This includes weapon/armor proficiencies, some first level abilities, and any initial saving throw bonus. This prevents picking up a single level of a class just to get a special ability and never going back. You have to invest to get something back from anything.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-1698512588071383058?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/1698512588071383058/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=1698512588071383058' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1698512588071383058'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/1698512588071383058'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/05/game-update.html' title='Game update'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-5208958391792325681</id><published>2007-04-25T14:22:00.000-05:00</published><updated>2007-04-25T15:06:01.822-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Class'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Classes</title><content type='html'>I always feel that I'm getting too far ahead of myself and need to slow down in some of the changes I make. I know they're good, but it's too much to do at once and I somehow get lost in the shuffle. I have decided to take a more iterative approach in the time being, especially with the lack of time I have.&lt;br /&gt;&lt;br /&gt;I want to start with the base &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;SRD&lt;/span&gt; classes and work from there. Since I'm using Elements of Magic as my base magic system, I'll also throw in the &lt;span style="color:#3366ff;"&gt;three classes&lt;/span&gt; from there as well.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Barbarian - Just a flavor of fighter. Can safely be eliminated as long as class abilities are rolled up into ability trees.&lt;/li&gt;&lt;li&gt;Bard - Tradition of &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;spellcaster&lt;/span&gt;.&lt;/li&gt;&lt;li&gt;Cleric - Tradition of &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;spellcaster&lt;/span&gt;.&lt;/li&gt;&lt;li&gt;Druid - Tradition of &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;spellcaster&lt;/span&gt;.&lt;/li&gt;&lt;li&gt;Fighter - Standard&lt;/li&gt;&lt;li&gt;&lt;span style="color:#3366ff;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;Mage&lt;/span&gt; &lt;/span&gt;&lt;span style="color:#000000;"&gt;- Standard&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color:#3366ff;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;Mageknight&lt;/span&gt;&lt;/span&gt;&lt;span style="color:#000000;"&gt; - Standard?&lt;/span&gt;&lt;/li&gt;&lt;li&gt;Monk - Flavor of fighter. I've never been a fan of this class.&lt;/li&gt;&lt;li&gt;Paladin - &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;Mageknight&lt;/span&gt; variant?&lt;/li&gt;&lt;li&gt;Ranger - Fighter-light?&lt;/li&gt;&lt;li&gt;Rogue - Standard&lt;/li&gt;&lt;li&gt;Sorcerer - &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;Mage&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color:#3366ff;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;Taskmage&lt;/span&gt;&lt;/span&gt;&lt;span style="color:#000000;"&gt; - Standard&lt;/span&gt;&lt;/li&gt;&lt;li&gt;Wizard - Replaced by &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;Mage&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;When broken down, this leaves:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Fighter - includes Barbarian, maybe some Monk stuff&lt;/li&gt;&lt;li&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;Mage&lt;/span&gt; - Magic heavy&lt;/li&gt;&lt;li&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_11"&gt;Mageknight&lt;/span&gt; - Fighter/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_12"&gt;mage&lt;/span&gt;&lt;/li&gt;&lt;li&gt;Ranger - Essentially a fighter/rogue hybrid&lt;/li&gt;&lt;li&gt;Rogue - Skill heavy&lt;/li&gt;&lt;li&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_13"&gt;Taskmage&lt;/span&gt; - Rogue/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_14"&gt;mage&lt;/span&gt; or skilled &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_15"&gt;mage&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;I would like to get down to a good core of classes that covers all of the basics and allows a player to play just about anything. I may just start with the basics big groups and go from there.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-5208958391792325681?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/5208958391792325681/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=5208958391792325681' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5208958391792325681'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5208958391792325681'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/04/classes.html' title='Classes'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-3341174089986429109</id><published>2007-04-13T14:54:00.000-05:00</published><updated>2007-04-13T13:56:00.494-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Equipment'/><category scheme='http://www.blogger.com/atom/ns#' term='Weapons'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Weapons updated</title><content type='html'>Weapons will be given a base damage and the attack roll will determine the amount of extra. Base damage equals a static number + size modifier, the static number based on medium damage. To determine the base, divide max damage by 4 and round up. This is all computed beforehand so no one has to do it on the fly.&lt;br /&gt;&lt;br /&gt;d2 +1&lt;br /&gt;d3 +1&lt;br /&gt;d4 +1&lt;br /&gt;d6 +2&lt;br /&gt;2d4, d8 +2&lt;br /&gt;d10 +3&lt;br /&gt;2d6, d12 +3&lt;br /&gt;&lt;br /&gt;Damage, as previous stated, is determined by degree of success. Melee is base attack + strength mod + other bonuses. Because of this, you don't add strength into the base weapon damage - it's already accounted for. The other things to modify are threat range and critical.&lt;br /&gt;&lt;br /&gt;&lt;span style="color:#3366ff;"&gt;Critical is a bonus to wound damage on any critical hit. Multiply the critical multiplier by the weapon's base damage, adding one to the base for each extra threat range. A rapier (1d6, 18-20/x2) has a base damage of 2 and a critical value of 8 (base 2 + 2 for the added threat range, multiplied by 2 for criticals). Whenever someone rolls a critical hit with a rapier, add 8 points to the damage for wounds only. &lt;/span&gt;&lt;span style="color:#3366ff;"&gt;This value scales with base damage for size. &lt;/span&gt;&lt;br /&gt;&lt;span style="color:#3366ff;"&gt;&lt;/span&gt;&lt;br /&gt;Range is actually a factor of strength, whether it be muscle or mechanical. The standard range increment is assuming a average strength. The base is 10 x some modifier; Add the strength modifier to the base 10 and remultiply. See below for examples. Mechanical weapons are slightly different and will be covered later.&lt;br /&gt;&lt;br /&gt;Crossbows have a default mechanical strength. Heavy crossbows have a strength of 14, which is the strength needed to crank them (either manually or by winch). This affects &lt;span style="color:#3366ff;"&gt;criticals&lt;/span&gt; and range respectively. Light crossbows have a strength of 10; the range of a light crossbow will be adjusted accordingly.&lt;br /&gt;&lt;br /&gt;Bows have an inherent strength value. If a character (using two hands) has a lower bonus than the bow's strength, they suffer a penalty to hit and range. The strength of a longbow is 10 (+0), whereas a composite longbow has a strength 12 (+1), increasing the range. Composite bows with increased pull will increase the range as appropriate. A composite longbow with a Strength 18 (+4) will have a range increment of 140 (10+4)x10. Of course, someone with a 10 strength would suffer a -4 penalty when using it and would not be able to string it at all. You need to be able to match the bonus with two hands in order to string a bow. When using a bow that has a draw greater than you can pull, the range defaults to your strength and you take a penalty to the difference.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-3341174089986429109?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/3341174089986429109/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=3341174089986429109' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/3341174089986429109'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/3341174089986429109'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/04/weapons.html' title='Weapons updated'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-710621602516707113</id><published>2007-04-10T11:53:00.000-05:00</published><updated>2007-04-10T12:52:50.164-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Healing'/><title type='text'>Healing</title><content type='html'>The goal is to allow healing without it overcoming the game completely. I want to break it down into two philosophical concepts:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Ignoring trauma/wound penalties&lt;/li&gt;&lt;li&gt;Healing wounds&lt;/li&gt;&lt;/ul&gt;&lt;strong&gt;&lt;u&gt;Ignoring trauma/wound penalties&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;There will be some magic, class abilities (like rage) and maybe herbs/drugs that allow a character to ignore existing trauma. In essence, the penalty for being wounded (fatigue) is ignored. This is important, as it allows characters to function when they should long ago have succumbed to exhaustion and pain. If a character is ignoring wound trauma, they effectively have a recovery of 1. Any addition to the recovery modifier are against the base value, however, not the effective level. This will allow someone seriously injured to heal on a normal night of rest instead of needing complete bed rest.&lt;br /&gt;&lt;br /&gt;Some of this may be accomplished by giving the target "false life" - temporary wound levels that will disappear after the duration. This may be the only way to keep someone dying alive long enough for healing. &lt;em&gt;&lt;span style="color:#3366ff;"&gt;Note: This can really open some interesting game avenues, with necromancy, bound foci, linked lives, etc.&lt;/span&gt;&lt;span style="color:#3366ff;"&gt; More on this later!&lt;/span&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;Healing wounds&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;To determine your &lt;span style="color:#3366ff;"&gt;&lt;strong&gt;Recovery modifier&lt;/strong&gt;&lt;/span&gt;, calculate an ability modifier from your current amount of Wounds. In other words, a character with 2 wounds would have a -4 modifier.&lt;br /&gt;&lt;br /&gt;With a full night’s rest (8 hours of sleep or more), you recover &lt;span style="color:#3366ff;"&gt;&lt;strong&gt;1 + your&lt;/strong&gt;&lt;/span&gt; &lt;span style="color:#3366ff;"&gt;&lt;strong&gt;Recovery modifier&lt;/strong&gt;&lt;/span&gt; in wounds. If that value is less than one, the character must undergo complete bed rest to heal. Any significant interruption during your rest prevents you from healing that night. &lt;span style="color:#3366ff;"&gt;&lt;em&gt;Note: I probably should add in a mechanic for getting worse; either that or just make it a narritive challenge for the healer&lt;/em&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If you undergo complete bed rest for an entire day and night, you recover twice your normal recovery if positive. For negative values or zero values, fractionalize the gain. A RecMod of 1 would be 2 wounds/complete day of rest (since recovery is doubled), a RecMod of 0 would be 1 wound/complete day of rest, a -1 would be 1 wound/2 complete days, -2 would be 3 complete days, and so on. As wound levels decrease, healing is quicker.&lt;br /&gt;&lt;br /&gt;Magical healing in EOM is a number of dice, just like with evocation. We will treat it like evocation and make it a simple bonus of 1 + 1.5/MP. This bonus is added to a character's recovery. Duration will play a part in this. So a +10 healing effect to a dying character (0 wounds, -5 penalty) would give them a +5, effectively a recovery of 6. With a full night's rest, they will have 6 wounds and be out of danger.&lt;br /&gt;&lt;br /&gt;Keep in mind, this is still only in the philosophic area right now and is subject to change.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;&lt;span style="color:#3366ff;"&gt;Example of Healing&lt;/span&gt;&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;&lt;span style="color:#3366ff;"&gt;Paul the Peasant is burninated by Trogdor. He has a constitution of 14 (14 wounds) and is down to 0 and dying quickly. Helpful Harry the Healer is on the scene quickly and applies a +10 healing charm to the rapidly fading Paul.&lt;/span&gt;&lt;br /&gt;&lt;span style="color:#3366ff;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color:#3366ff;"&gt;Paul is stabilized (I need to add a quick mechanic for this, perhaps related to Harry's healing skill - I still want knowledge of healing to be very important) so vitality loss is not an issue at the moment. Paul's base recovery is -4: a base 1 + a recovery mod of -5; With the healing charm, his recovery rockets up to a +6, meaning he'll heal 6 wounds with a full night's rest. He'll be fatigued, maybe exhausted depending on his vitality situation, but should be able to travel the next day and begin the road to recovery.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color:#3366ff;"&gt;The second night, Harry puts the same charm on him. This time, Paul's base recovery is only -1 (base 1 + recovery mod of -2 for his 6 wounds), so the healing charm makes his effective recovery +9. He'll completely heal up with a full night's rest. Not bad for someone on death's door less than 48 hours previous.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-710621602516707113?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/710621602516707113/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=710621602516707113' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/710621602516707113'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/710621602516707113'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/04/healing.html' title='Healing'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-8105210249882788753</id><published>2007-04-09T21:52:00.000-05:00</published><updated>2007-04-09T21:58:02.859-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ENWorld'/><category scheme='http://www.blogger.com/atom/ns#' term='rycanada'/><category scheme='http://www.blogger.com/atom/ns#' term='Mechanics'/><title type='text'>Conviction</title><content type='html'>This was taken from &lt;a href="http://www.enworld.org/member.php?userid=8314"&gt;rycanada&lt;/a&gt; on ENWorld, on his &lt;a href="http://rycanada.livejournal.com/2528.html"&gt;blog&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The highest-level PCs at the table get 6 Conviction, and for each level lower than the highest that you are, you get an extra point of Conviction. This pool is restored whenever the party has a night of complete rest (this effect cannot be magically reproduced). Conviction is spent as follows:&lt;br /&gt;&lt;strong&gt;Table R-04: Conviction&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;strong&gt;&lt;/strong&gt;&lt;table border="1"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Action&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;&lt;strong&gt;Conviction Cost&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Roll an extra d20 (if you declare before the roll)&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Roll an extra d20 (if you declare after the roll)&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Take an extra move-equivalent action on your turn**&lt;/td&gt;&lt;td&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Take an extra standard action on your turn**&lt;/td&gt;&lt;td&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Gain an extra use of another X/day ability, including spells&lt;/td&gt;&lt;td&gt;2*&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;When you roll extra d20s, you take the highest roll. You can roll as many extra d20s on a roll as you can pay for.&lt;br /&gt;** Each of these can be performed only once per round. If you have an extra move and an extra standard action, you can perform a full-round action instead. PCs have a death flag that they can raise in order to get 4 extra Conviction. This flag can be lowered by spending 4 Conviction. While a player-character's death flag is raised, they can suffer death as per the standard rules. While the flag is lowered, the player character can still be captured, imprisoned, fall off a cliff into a river and left for dead - but will not actually die. NPCs with names use the normal rules for death, but NPCs without names die at 0 hit points. Because this rule makes death something players have some control over, players should consider it very unlikely that their soul will be free to return in the event that they die (i.e. Raise Dead spells aren't likely to work).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-8105210249882788753?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/8105210249882788753/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=8105210249882788753' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/8105210249882788753'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/8105210249882788753'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/04/conviction.html' title='Conviction'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-6896330742778510472</id><published>2007-04-09T12:08:00.000-05:00</published><updated>2007-04-10T12:43:01.225-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Elements of Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Magic</title><content type='html'>Magic will be using a hybrid mana points system with Elements of Magic/Revised as a base. There will be no "cantrips per day" mechanic; casters can enter the mystic focus state and cast a cantrip whenever they like, so there is essentially no cost for this, only a concentration check.&lt;br /&gt;&lt;br /&gt;Wizards have a small to moderate mana pool to draw spell power from. When that is exhausted, mana is drained from their vitality. The normal rules apply with this - half vitality is fatigue, no vitality is exhaustion.&lt;br /&gt;&lt;br /&gt;Some types of magic will change to fit the rules as a whole.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Magical evocation&lt;/strong&gt; as it functions in elements of magic is a base 1d6 damage with an additional 1d6 per MP. This works just like a weapon does. A 1MP evocation is a +3 attack (2d6), 2MP is +4, 3MP is +6, 4MP is +7, 5MP is +9, etc. The formula would be 1 + 1.5/MP (rounded up).For example, a Fireball (Evoke Fire 10, Gen 4) would be a +16 attack. A saving throw for half damage will keep a strong character from taking wound damage. This makes low-level attack spells not very powerful on their own without some cleverness. &lt;span style="color:#3366ff;"&gt;&lt;em&gt;Note: DR does not affect magical evocation unless it is physical in nature; Only ER will help with that. Magic has AP value equal to 1 + Cha Mod?&lt;/em&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Magical healing&lt;/strong&gt; only helps with wound damage. Vitality damage can be temporarily ignored with magic, but it fades. The only way to truly recover vitality is rest. &lt;span style="color:#3366ff;"&gt;&lt;em&gt;Note: See Healing post about Magic adding to Recovery&lt;/em&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Spell lists&lt;/strong&gt; have other requirements, such as abilities, magical traditions (like combat styles mentioned in a previous post), or even skill levels. Knowledge is power and the magic should reflect that fact. Many spells will key off a character's existing abilities, such as a magical skill bonus should have a relation to the number of ranks a character has in the skill.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Magic items&lt;/strong&gt; should not define characters nor should they be pervasive through the game. Most magic items help a character do something better rather than outright give them something they never had. Charms and trinkets are fine, but magic items should not be a requirement or crutch for heroes to succeed. &lt;span style="color:#3366ff;"&gt;&lt;em&gt;Note: Spellcasters can make semi-permanent effects (longer durations without the MP cost) by an XP expenditure, like any magic item. The best example would be a healing rune. It is meant to assist healing on a person, so the spellcaster creates the healing effect with a 10 minute duration (like any magic item) and spends some XP to make it stick.&lt;/em&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-6896330742778510472?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/6896330742778510472/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=6896330742778510472' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/6896330742778510472'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/6896330742778510472'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/04/magic.html' title='Magic'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-5414749775425472736</id><published>2007-04-09T11:14:00.000-05:00</published><updated>2007-04-09T12:07:14.785-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Grim and Gritty'/><category scheme='http://www.blogger.com/atom/ns#' term='Mechanics'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Combat</title><content type='html'>I'm eliminating Attacks of Opportunity and many feats. I'm trying to make feats simple bonuses and modifiers to the character. In place of that, I'm making maneuvers available to anyone who meets the requirements. Many times these requirements are a critical hit (succeeding by 10+) and sometimes may include such things as the type of weapon, the amount of damage done (usually wound damage), and maybe any combat styles they know (feats). Some existing feats need to be modified while others will be removed altogether.&lt;br /&gt;&lt;br /&gt;The end goal is to provide a general framework for a character to develop (taking feats that would represent a specific style of training - like the different sword styles in Swashingbuckling Adventures/7th Sea).&lt;br /&gt;&lt;br /&gt;You can break down the styles and grant benefits from there, maybe even as prestige classes. The base soldier class would represent general weapon training, while a prestige class would open up specific types of training - ways to fight. There are inherent advantages and disadvantages to each.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;Goals:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Dramatic&lt;/strong&gt;. Eliminate the need for miniatures. They can be used, but should only be a point of reference, not a tactical mandate. One way is to eliminate Attacks of Opportunity. Another way to make combat more narrative is by changing the structure from Maneuver -&gt; Success/Fail to Success/Fail -&gt; Maneuver. Meaning the degree of success on a combat check opens up available maneuvers instead of attempting a maneuver and outright succeeding or failing.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Efficient&lt;/strong&gt;. Make combat quicker by eliminating die rolls and having most variables pre-calculated.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Dangerous but fair.&lt;/strong&gt; Combat should be inherently a dangerous activity, not approached lightly by anything. It should be gritty and lethal with enough leeway to allow characters to be seriously threatened without crippling the party. Characters should always be in danger, but it should not be life-threatening unless the player wishes it to be. One mechanic I found for this was use of action points. A character may gain action points by putting his character in mortal danger. In other words, if a player decides to make a "stand" against opponents, he will get bonuses by essentially opening himself up for character death. This is not to say that characters cannot be seriously wounded and left for dead, but the story won't dictate that they die at that time.&lt;/li&gt;&lt;/ul&gt;&lt;p&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-5414749775425472736?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/5414749775425472736/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=5414749775425472736' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5414749775425472736'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/5414749775425472736'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/04/combat.html' title='Combat'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-169762880655202692</id><published>2007-04-09T09:02:00.002-05:00</published><updated>2007-04-09T12:08:10.550-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Damage'/><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Vitality'/><category scheme='http://www.blogger.com/atom/ns#' term='Wounds'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Wounds and Vitality</title><content type='html'>The quest for simplification continues still...&lt;br /&gt;&lt;br /&gt;The wound/vitality variant is not the same as defined in &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;UA&lt;/span&gt; or other games, such as d20 Star Wars.&lt;br /&gt;&lt;br /&gt;Vitality is a measure of toughness and endurance. It is used to track non-lethal damage and fatigue. Configuring the mechanic this way enables you to use vitality for spells (like MP) and for general fatigue for other activities. So extended combat will do vitality damage to you the same as any other damage source - like trying not to drown.&lt;br /&gt;&lt;br /&gt;At 1/2 vitality, a character gains the Fatigued state. At 0 vitality, the character gains the Exhausted state. Once at 0 Vitality, additional damage is taken as Wounds.&lt;br /&gt;&lt;br /&gt;Wounds are exactly what is described - your physical ability to withstand damage. It is equal to your Constitution + size modifier. Some feats may add to this as well. In reality, it actually functions more like hardness than anything else.&lt;br /&gt;&lt;br /&gt;Characters take X amount of damage and they have Y wounds. The character takes X in vitality damage, subtracting any damage reduction from armor and the like. If the remaining damage (X-DR) is greater than Y, the character takes that many wounds (New Y = X- DR - Y).&lt;br /&gt;&lt;br /&gt;If a character takes any wound damage, they are fatigued. This state combines with Vitality, so a character at half vitality and some wound damage (fatigued+fatigued) is exhausted. A character at 0 wounds is dying and losing vitality each round. When a character is at 0 vitality and is wounded, they are unconscious. If they are at 0 vitality and 0 wounds, they are dead. Pretty simple, really.&lt;br /&gt;&lt;br /&gt;The size modifier for wounds would also apply to damage, meaning that larger creatures would be much harder to kill easily - you have to continue to beat on them until they wear down. Smaller creatures would be harder to hit, but easier to take down with a solid blow.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-169762880655202692?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/169762880655202692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=169762880655202692' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/169762880655202692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/169762880655202692'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/04/wounds-and-vitality.html' title='Wounds and Vitality'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-3217483331284689270</id><published>2007-04-09T09:02:00.001-05:00</published><updated>2007-04-09T09:02:54.652-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Delay'/><title type='text'>Catching up</title><content type='html'>Been busy, although I have been writing and tweaking - just not on the blog. That needs to change, so I'll be doing a lot more tinkering here instead of in my notebooks and on my laptop.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-3217483331284689270?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/3217483331284689270/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=3217483331284689270' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/3217483331284689270'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/3217483331284689270'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/04/catching-up.html' title='Catching up'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-9183014840225200395</id><published>2007-02-15T14:29:00.000-05:00</published><updated>2007-02-15T14:47:22.368-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Skills'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Skills</title><content type='html'>The mechanic I devised to keep the class and cross-class distinction without complicating issues with 1/2 skill points is listed below. Instead of spending class skill points per level, you choose a number of skills (from the normal list of class skills, referred to as the class skill list) to be "class skills" from your class skill list, gaining 1 rank per level (2 at 1st level) automatically. You then may spend free skill points (1+intelligence bonus, doubled at 1st level) every level from a restricted list.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Class skills and free skills&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;In any class, a number of class skills are selected from a class skill list. These skills are that character’s class skills. First level characters automatically have 2 ranks in all class skills. Class skills gain an additional rank each class level.&lt;br /&gt;&lt;br /&gt;Characters also receive a number of free skills per level, equal to 1 + their intelligence bonus, minimum 1. At first level, this number is doubled. Free skill points can be used on the following skills: · Any untrained skill · Any skill in their class list · Any trained skill in which they have 5 or more ranks.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Training&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;Some skills, such as Craft or Disable Device, are considered trained skills. This means a character can only spend free skill points on them if they are in that character’s class list. Furthermore, all trained skills have a +10 penalty to DC. Each rank of a trained skill reduces this penalty by 2, so having 5 ranks of a trained skill will have no penalty at all.&lt;br /&gt;&lt;br /&gt;The following skills are considered "trained" in this system: Appraise, Craft, Decipher Script, Disable Device, Handle Animal, Knowledge, Perform, Profession, Sleight of Hand, Speak Language*, Spellcraft, Tumble, Use Magic Device**&lt;br /&gt;&lt;br /&gt;* I have my own rules for Speak Language that is off-topic for this mechanic.&lt;br /&gt;** I don't use this skill in my game, but it would be considered trained nonetheless.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-9183014840225200395?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/9183014840225200395/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=9183014840225200395' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/9183014840225200395'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/9183014840225200395'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/02/skills.html' title='Skills'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-292304549121605182</id><published>2007-02-15T14:07:00.000-05:00</published><updated>2007-02-15T14:10:07.798-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ENWorld'/><category scheme='http://www.blogger.com/atom/ns#' term='Buy Check'/><title type='text'>Working things out</title><content type='html'>I've updated the skills, which I'll get updated on the group soon. Other than that, I've been going the public route and trying to get some rules and permutations worked out within the gaming community, most notably ENWorld. Here is a link to the latest thread and what I'm trying to get sorted out.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.enworld.org/showthread.php?t=188288"&gt;http://www.enworld.org/showthread.php?t=188288&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I'll add some more threads and try to get other things worked out as I see fit.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-292304549121605182?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/292304549121605182/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=292304549121605182' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/292304549121605182'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/292304549121605182'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/02/working-things-out.html' title='Working things out'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-493648831772250008</id><published>2007-02-02T09:06:00.000-05:00</published><updated>2007-02-02T09:17:29.817-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Skills'/><title type='text'>New update: Skills</title><content type='html'>In the first time in over a month, I was able to get some work done. I went through the skills and simplified them, basically restarting with the base set of D&amp;D 3.5 skills, removing a few things I didn't like, and rewriting the skill allocation to fit a more simplistic style.&lt;br /&gt;&lt;br /&gt;The main difference is that each class selects a number of skills from their skill list as "class skills". For example:&lt;br /&gt;&lt;br /&gt;The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). &lt;br /&gt;&lt;br /&gt;Since Fighters get 2 skills per level (not including intelligence), a player chooses two skills from the fighter skill list as class skills. A horseman would probably take Ride and Handle Animal. &lt;br /&gt;&lt;br /&gt;At first level, these two skills are rank 2. Each additional fighter level increases these two skills by 1 rank. A 4th level fighter with Ride and Handle Animal as class skills would have Ride 5 and Handle Animal 5.&lt;br /&gt;&lt;br /&gt;Characters also get a number of free skills per level equal to 1+ their intelligence bonus. The free skill points can be spent on any skill from your skill list or any untrained skill. So, the same fighter could spend free skill points on Climb (untrained) and Craft (trained, but in the skill list), but not Disable Device (trained, not in the skill list).&lt;br /&gt;&lt;br /&gt;Characters can still used skills they are not trained in, but trained skills carry a DC penalty until you have 5 ranks in them. This is to represent how difficult they are, but also to keep from grabbing a single level of another class, buying a rank of some cross-class skill, and then using it without penalty from that time forward.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-493648831772250008?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/493648831772250008/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=493648831772250008' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/493648831772250008'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/493648831772250008'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/02/new-update-skills.html' title='New update: Skills'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-935002116196530914</id><published>2007-01-15T08:26:00.000-05:00</published><updated>2007-02-15T14:10:26.176-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Delay'/><title type='text'>Delays/Hiatus</title><content type='html'>My (paid) work (that pays the bills and keeps my family fed) has been taking up a lot of my time lately - moreso than I would necessarily like. The work has to be done, but it has been taking a large chunk of my time that would otherwise be used for writing and getting this ready for consumption.&lt;br /&gt;&lt;br /&gt;I have been unable to work on anything since mid December, essentially, so progress on Esaene has ground to a halt. With any luck, I'll be able to get some time as our frantic end-of-cycle testing schedule is slowing down and we enter a new software iteration at work. I'll try to keep things updated more often.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-935002116196530914?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/935002116196530914/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=935002116196530914' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/935002116196530914'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/935002116196530914'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2007/01/delayshiatus.html' title='Delays/Hiatus'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-116480975374206298</id><published>2006-11-29T09:12:00.000-05:00</published><updated>2007-02-15T14:10:52.407-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Prestige Classes'/><category scheme='http://www.blogger.com/atom/ns#' term='Mechanics'/><title type='text'>Update</title><content type='html'>I'm working on prestige classes and fleshing out the magical paths right now. When I get a few hours of free time in a row, I'll finish cleaning up the mechanics section and then talk to my layout girl about setting this up in a simple playtest format.&lt;br /&gt;&lt;br /&gt;In the meantime, I'm doing what I can in what few scraps of time are available. This is usually an hour here, a half an hour there, etc. It's not the most productive time, but I get a few things done. I'll keep updating here regularly.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-116480975374206298?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/116480975374206298/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=116480975374206298' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116480975374206298'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116480975374206298'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/11/update.html' title='Update'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-116360492287278413</id><published>2006-11-15T10:21:00.000-05:00</published><updated>2007-02-15T14:11:07.167-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Dream'/><title type='text'>[Magic] Path of Dreams</title><content type='html'>&lt;strong&gt;&lt;span style="font-size:180%;"&gt;Dream&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Dream spells offer insight into the shroud and fate, both past and present. Dreams often deal with what faeries call the “between”, the points between “here” and “there”.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Affect ether (3 MP).&lt;/strong&gt; Choose either material or ethereal. When combined with an evocation, this spell only harm creatures or objects on that plane of existence.&lt;br /&gt;&lt;strong&gt;Prerequisites:&lt;/strong&gt; &lt;em&gt;Create Space, Dowse, Scry, Caster Level 6&lt;br /&gt;&lt;/em&gt;&lt;br /&gt;&lt;strong&gt;Augury (5 MP).&lt;/strong&gt; Augury allows the character to read omens in order to foretell future events. This can be tracking the stars (astronomy), examining the liver (hepatoscopy) and/or entrails (haruspicy) of a sacrificial animal, interpreting natural phenomena, or almost any other ritualistic form of telling the future or seeking guidance (prayer, tea leaves, tarot, etc.).&lt;br /&gt;&lt;br /&gt;On any augury attempt, the diviner must make a successful Knowledge (Augury) check in order to correctly interpret the omens. The base DC for any Augury is determined by the distance in the future desired, listed on Augury Table. If the Augury check succeeds, you receive a short answer to your question. If the question is direct, you will likely receive a simple “yes,” “no,” or “neither” answer. If the question is complex, the answer will be cryptic. On a critical success, direct questions will be answered with additional information, and complex questions will be answered clearly. You can only ask a question once in a 24 hour period. On a critical failure, you cannot ask the question again for a month.&lt;br /&gt;&lt;strong&gt;Prerequisites:&lt;/strong&gt; &lt;em&gt;Aura Reading&lt;/em&gt;&lt;br /&gt;&lt;strong&gt;Enhancement:&lt;/strong&gt; &lt;ul&gt;&lt;li&gt;Clarity (+1 MP): Affected creatures gain a +5 enhancement bonus to Knowledge (Augury). This enhancement can be taken multiple times. The bonus is capped by the skill’s mastery. A Novice only gets a maximum +5 bonus, a Journeyman +10, an Expert +15, and a Master +20.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Table – Knowledge (Augury) DC&lt;/strong&gt;&lt;br /&gt;Future time period DC&lt;br /&gt;Within the next hour 20&lt;br /&gt;Within the next 24 hours 25&lt;br /&gt;Within the next week 30&lt;br /&gt;Within the next month 35&lt;br /&gt;Within the next year 40&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Aura Reading (1 MP).&lt;/strong&gt; You learn the nature of a person or object in range by studying them for a full round. The reader may study the aura of anything within visual range with a successful Sense Motive check. The base DC to detect the presence of absence of magical auras is 10 or the target’s Will save, whichever is higher.&lt;br /&gt;&lt;br /&gt;A successful check allows the caster to sense any supernatural auras the target may have as well as the strength of those auras — dim, faint, moderate, strong, or overwhelming. A critical success allows the caster to sense the specific nature of those auras and learning what type of magic is prominent (highest magic skill). A critical failure stuns the reader for a round.&lt;br /&gt;&lt;strong&gt;Prerequisite:&lt;/strong&gt; None&lt;br /&gt;&lt;strong&gt;Enhancements:&lt;/strong&gt; &lt;ul&gt;&lt;li&gt;Clarity (+1 MP): Affected creatures gain a +5 enhancement bonus to Sense Motive. This enhancement can be taken multiple times. The bonus is capped by the skill’s mastery. A Novice only gets a maximum +5 bonus, a Journeyman +10, an Expert +15, and a Master +20. Untrained Sense Motive does not receive any bonus. &lt;li&gt;History Reading (5 MP): If you have a creature or object available, you can use this ability to see an overview of the history of the subject. When you make this check, choose a span of time in history you want to read through. The shorter the span of time, the more specific the details are, and the longer the span, the more general. If you do a reading for a sword’s history in the past week, you will see what battles it has been used in, and who it has killed, but if you try to read the past hundred years on it, you will likely just learn the vague identities of its owners. On a critical success, you get more specific information, but you never learn the full history. You cannot read the history of a creature or object more than once in a 24 hour period. On a critical failure, this ban is extended to a month.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Table – History Reading DC&lt;/strong&gt;&lt;br /&gt;Time in past DC&lt;br /&gt;Past day 10&lt;br /&gt;Past week 15&lt;br /&gt;Past month 20&lt;br /&gt;Past year 25&lt;br /&gt;Past 10 years 30&lt;br /&gt;Past 100 years 35&lt;br /&gt;Past 1000 years 40&lt;br /&gt;Anything 45&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Create Space (6 MP).&lt;/strong&gt; With Create Space you can create a pocket dimension, with an entrance big enough for you to walk through (though you may choose to make it smaller). You create the entrance anywhere within range. If you are inside, you can close or reopen the entrance as a full-round action. The area of effect you choose is the size of the pocket dimension. Anything in the area of effect is effectively removed from the rest of the world. The interior of the dimension is bare and ends without any apparent solid walls. Temperature and air within are the same as those without when the dimension is created. If the spell’s duration ends, anything in the area of effect is expelled.&lt;br /&gt;&lt;strong&gt;Prerequisites:&lt;/strong&gt; Dowse, Scry, Caster Level 6&lt;br /&gt;&lt;strong&gt;Enhancements:&lt;/strong&gt; &lt;ul&gt;&lt;li&gt;Giant Area (Special): Create space effects get a 10 MP discount on area. Any other combined spell effect must buy area separately. This cannot be combined with any other effect unless it also benefits from this enhancement.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Dowse (Varies).&lt;/strong&gt; You choose some type of object or substance, such as water, gold, or magic. If you succeed on a Search check (Awareness + Intelligence), you know the direction to the nearest significant quantity of that substance (what counts as ‘significant’ depends on the substance). If there are several different things of the chosen type within 60 ft., you are aware of roughly how many there are, and can concentrate on each one by one to determine its location. On a critical success, you learn the specific location of the target, including distance, depth, and local conditions, plus the approximate size or intensity of whatever it is you’re detecting. A critical failure will lead you in the wrong direction or give you dangerously false information. If you have knowledge of the substance or creature (Proper Elemental Path or Summoning Focus) you get a +5 bonus to this check.&lt;br /&gt;&lt;strong&gt;Prerequisite:&lt;/strong&gt; None&lt;br /&gt;&lt;strong&gt;Enhancements:&lt;/strong&gt; &lt;ul&gt;&lt;li&gt;Dowse, Simple (1 MP): The base DC to find a general type of object or substance is 10. &lt;li&gt;Dowse, Specific (+2 MP): To find a specific object, add +10 to the DC.&lt;br /&gt;&lt;li&gt;Dowse, Creature (+2 MP): To find a creature, add +5 to the DC. You must have the Path of Life to find a living creature, or the appropriate Element for a more exotic type of creature. To find Undead, for instance, you must have Path of Death.&lt;br /&gt;&lt;li&gt;Enhance Awareness (+1 MP): Affected creatures gain a +5 enhancement bonus to Awareness for purposes of Dowse. This enhancement can be taken multiple times. The bonus is capped by the skill’s mastery. A Novice only gets a maximum +5 bonus, a Journeyman +10, an Expert +15, and a Master +20.&lt;br /&gt;&lt;li&gt;Area/Range (Varies): Dowse effects receive a 1 MP discount on area or range enhancements, but not both.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Incorporeal (11 MP).&lt;/strong&gt; Any number of times during the spell’s duration, affected creatures are able to turn incorporeal or corporeal as a full round action.&lt;br /&gt;&lt;strong&gt;Prerequisites:&lt;/strong&gt;&lt;em&gt; Create Space, Dowse, Scry, Caster Level 11&lt;br /&gt;&lt;/em&gt;&lt;strong&gt;Enhancements:&lt;/strong&gt; &lt;ul&gt;&lt;li&gt;Affect Area (Varies): To use this effect over an area, double the base cost before adding general enhancements.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Scry (1 MP).&lt;/strong&gt; You concentrate on a creature or location and can see and hear what is going on there. Many practitioners go into a dream-like trance when doing this. When scrying, the caster makes a Search check (Awareness + Intelligence), the difficulty depending on the target familiarity as listed in the Scrying Table.&lt;br /&gt;&lt;br /&gt;You see an approximately 20-ft. radius, and creatures in your line of sight can make a Sense Motive check with a difficulty of the caster’s Search result to notice, although those unfamiliar with scrying (Spellcraft DC 25, +10 if the target can has the ability to scry) will most likely only have a sense they are being watched. Those familiar with divination will recognize the sensation. The difficulty depends on how familiar you are with the target. If you have a clear, reflective surface you may share the vision with others by projecting it there. The cost of scrying depends on whether the caster knows where the target is located. Scrying a static location is relatively cheap when compared to searching for a specific person anywhere in the world. A basic scrying effect covers only a 5 ft. area up to 30 feet away from the caster, so range and area enhancements are vital to making this effective.&lt;br /&gt;&lt;strong&gt;Prerequisites:&lt;/strong&gt; &lt;em&gt;Dowse&lt;/em&gt;&lt;br /&gt;&lt;strong&gt;Enhancements:&lt;/strong&gt; &lt;ul&gt;&lt;li&gt;Dimensional Sight (2 MP): The caster can extend his senses through the Shroud. &lt;li&gt;Enhance Senses (+1 MP): Affected creatures gain a +5 enhancement bonus to Awareness for scrying. This enhancement can be taken multiple times. The bonus is capped by the skill’s mastery. A Novice only gets a maximum +5 bonus, a Journeyman +10, an Expert +15, and a Master +20. Untrained Awareness does not receive any bonus.&lt;br /&gt;&lt;li&gt;Extended Range (Varies): Scrying effects receive a 1 MP discount on range enhancements.&lt;br /&gt;&lt;li&gt;Giant Area (Varies): Scry effects get a 10 MP discount on area. Any other combined spell effect must buy area separately. This cannot be combined with any other effect unless it also benefits from this enhancement.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Table – Scrying Familiarity DC&lt;br /&gt;&lt;/strong&gt;Target within sight: You can see the target. Effective visual range usually ends at 800 feet, barring obstruction or concealment. (DC 0)&lt;br /&gt;Target familiar: The target is out of sight and you know the target well - a close friend or relative; a familiar haunt. (DC 15)&lt;br /&gt;Firsthand knowledge: The target is out of sight and you have met the target or been to the location. (DC 20)&lt;br /&gt;Secondhand knowledge: The target is out of sight and you have heard of the target or have an object belonging to the target. (DC 35)&lt;br /&gt;No knowledge: The target is out of sight and you have a hunch, rumor, or vague description of the target. (DC 45)&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Teleport (Varies).&lt;/strong&gt; Once during the spell as a move action, affected creatures can teleport (instantaneously travel) to another place within line of sight. You can simply teleport willing creatures with you, so that everyone ends up in the same place. The base cost of teleporting is 3 MP + the range enhancement for distance. If you teleport to somewhere out of your line of sight (maximum visibility under normal circumstances is 800 feet, or Long Range), you must make a Search check (Awareness + Intelligence) against the difficulty as if you were scrying it.&lt;br /&gt;&lt;br /&gt;If you fail the Search check, you veer off course by 10% per point of failure of the total distance intended. Failing the roll by three on a 100 ft. teleport would place the caster 30 ft. away, whereas failing by three on a 100 mile teleport would place the caster 30 miles away. Usually the location is visually or thematically similar to the intended target.&lt;br /&gt;&lt;br /&gt;On a critical failure, the caster is scrambled. The caster is off target, as above, and takes 1 point of vitality damage per point of failure. This damage cannot be soaked and normal trauma rules apply. The caster re-rolls each round with the same result until he no longer gets a critical failure or he dies. Knowingly teleporting into a solid object will treat the caster as if he has critically failed the check, doing a minimum of 10 points of vitality damage per round.&lt;br /&gt;&lt;strong&gt;Prerequisites:&lt;/strong&gt;&lt;em&gt; Create Space, Dowse, Scry, Caster Level 6&lt;br /&gt;&lt;/em&gt;&lt;strong&gt;Enhancements:&lt;/strong&gt; &lt;ul&gt;&lt;li&gt;Affect Area (Varies): To use this effect over an area, double the base cost (3 MP + range) before adding general enhancements. &lt;li&gt;Doorway (3 MP): Opening a portal through the Shroud requires this enhancement in addition to normal teleport costs.&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-116360492287278413?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/116360492287278413/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=116360492287278413' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116360492287278413'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116360492287278413'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/11/magic-path-of-dreams.html' title='[Magic] Path of Dreams'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-116328353314022230</id><published>2006-11-11T17:16:00.000-05:00</published><updated>2007-02-15T14:11:31.958-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='The Game Musketeers'/><category scheme='http://www.blogger.com/atom/ns#' term='MACE'/><category scheme='http://www.blogger.com/atom/ns#' term='Convention'/><title type='text'>MACE</title><content type='html'>I've managed to run one demo game this morning, with Travis and Dave from &lt;a href="http://gamemusketeers.com" target="_blank"&gt;The Game Musketeers&lt;/a&gt; They had a good time and we had a good discussion about the game afterwards. I have spent the rest of the time here writing and playing Carcassonne. I have a scheduled game of RoboRally tonight (my wife is insisting, since she's running it) and I have one more game scheduled for tomorrow morning, if anyone shows up. :-)&lt;br /&gt;&lt;br /&gt;In other news, the BayonetGames forums are now directly linked and managed by Wargamer.com. It keeps Brant from having to kick off trolls and spammers.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-116328353314022230?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/116328353314022230/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=116328353314022230' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116328353314022230'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116328353314022230'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/11/mace.html' title='MACE'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-116096697739563551</id><published>2006-10-15T21:48:00.000-05:00</published><updated>2007-02-15T14:12:19.656-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Locations'/><category scheme='http://www.blogger.com/atom/ns#' term='Amara'/><category scheme='http://www.blogger.com/atom/ns#' term='Rone'/><title type='text'>Amara and Rone</title><content type='html'>Here is a little preview of the area of Amara and Rone, both lands in the New World.&lt;br /&gt;&lt;br /&gt;AMARA&lt;br /&gt;The shining beacon of civilization in the New World, Amara was founded by a joint expedition of Boyden Cartel and several influential Villus noble families. Following several scouting expeditions, the main force made landfall at the mouth of the mighty Storn river, where the city of Amara now sits. The expeditionary force quickly conquered the local peoples and spread along the Storn planes. The fierce warlike people of Galedon have remained unconquered by the Amarans to this date. Rone had fought with Amara for close to a century before a delicate peace was established. The region continues to be difficult on the governors and threatens to reopen hostilities at any time.&lt;br /&gt;&lt;br /&gt;RONE&lt;br /&gt;A fairly new province of the powerful Amaran Empire, Rone is divided into four geographic regions, two in the lowlands and two in the highlands. Rhoswen is the easternmost duchy of Rone, the lowlands on the Shattered Sea directly west of the Rose Pass – the gateway into Rone. It is the most accommodating duchy with respect to Amara. It is also the richest. Kell is the northernmost Duchy, just west of Rhoswen, and is the historical capital of Rone. A heavily forested area with rich soil and resources, the other regions of Rone look to the ancestral families of Kell for guidance. Greer covers the eastern highlands, south of Rhoswen.&lt;br /&gt;&lt;br /&gt;The Highlands are much more difficult for the regional governors to control, however. Although Greer is technically part of Rone and is technically under Amaran control, you will find no garrison or governor in the heart of this land. The land is very self sufficient and independent, but not violently so. Breen, on the other hand, has been very troublesome for Amara. Located in the remote Western highlands and separated from Kell by an inlet, Breen is the heart of anti-Amaran sentiment. After multiple assassinations, no Amaran diplomat will take the position of governor anymore. The last governor, a cocky general named Carnissus, thought he could control the region with brute force and managed to be kidnapped and sacrificed in some fearsome rite. The acting governor of Breen resides in Rhoswen.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-116096697739563551?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/116096697739563551/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=116096697739563551' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116096697739563551'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116096697739563551'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/10/amara-and-rone.html' title='Amara and Rone'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-116096446325507390</id><published>2006-10-15T21:06:00.000-05:00</published><updated>2007-02-15T14:12:44.957-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MACE'/><category scheme='http://www.blogger.com/atom/ns#' term='Convention'/><category scheme='http://www.blogger.com/atom/ns#' term='Beta'/><title type='text'>Update</title><content type='html'>It's been a while since I have updated this and I've been working feverishly to get most of this done before MACE in November. Several portions of the game have passed the Alpha stage and are on hold, preparing for Beta. I am brushing up some of the other sections and writing as much as I can before then.&lt;br /&gt;&lt;br /&gt;I'll be updating this site regularly as I add more and more content.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-116096446325507390?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/116096446325507390/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=116096446325507390' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116096446325507390'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/116096446325507390'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/10/update.html' title='Update'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115861666035148202</id><published>2006-09-18T16:56:00.000-05:00</published><updated>2007-02-15T14:13:00.485-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MACE'/><category scheme='http://www.blogger.com/atom/ns#' term='Convention'/><title type='text'>MACE</title><content type='html'>&lt;a href="http://www.bayonetgames.com" target="_blank"&gt;BayonetGames&lt;/a&gt; will be present at the &lt;a href="http://www.justusproductions.com/Mace.aspx" target="_blank"&gt;MACE Gaming Convention&lt;/a&gt; in High Point, NC on November 10th - 12th.&lt;br /&gt;&lt;br /&gt;We will have a table in the dealer room set up and the World of Esaene will have &lt;a href="http://www.justusproductions.com/gaming/mace-prereg/mace-games-list.cfm?CFID=686944&amp;amp;CFTOKEN=90359360" target="_blank"&gt;three sessions available&lt;/a&gt; for anyone interested in taking a first look. Here is the schedule:&lt;br /&gt;&lt;br /&gt;Fri 08:00 PM - 12:00 AM World of Esaene d20 - World of Esaene demo&lt;br /&gt;Table: 5&lt;br /&gt;&lt;br /&gt;Sat 09:00 AM - 01:00 PM World of Esaene d20 - World of Esaene demo&lt;br /&gt;Location TBA&lt;br /&gt;&lt;br /&gt;Sun 09:00 AM - 01:00 PM World of Esaene d20 - World of Esaene demo&lt;br /&gt;Table: 2&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115861666035148202?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115861666035148202/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115861666035148202' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115861666035148202'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115861666035148202'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/09/mace.html' title='MACE'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115704262499454426</id><published>2006-08-31T11:42:00.000-05:00</published><updated>2007-02-15T14:13:24.273-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Thinking too much</title><content type='html'>You ever get into a train of thought that leads you into redesigning large chunks of the system? It's very dangerous and I'm trying to keep it in check. I am of two minds - The first is to keep it similar enough to d20 so as not to turn off those consumers; the second is not to try and out-D&amp;D D&amp;amp;D. I mean, I want something simple and easy to use that keeps the strong gamist and narrative elements that I like in my game.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115704262499454426?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115704262499454426/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115704262499454426' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115704262499454426'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115704262499454426'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/thinking-too-much.html' title='Thinking too much'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115686084997885303</id><published>2006-08-29T09:03:00.000-05:00</published><updated>2007-02-15T14:13:50.438-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ENWorld'/><category scheme='http://www.blogger.com/atom/ns#' term='Skills'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Alternate skills</title><content type='html'>I saw an interesting thread on ENWorld that matched my goals of overall simplification and streamlining of the system. How does this strike you?&lt;br /&gt;&lt;br /&gt;There are three states of skills - untrained, trained, and mastered. &lt;ul&gt;&lt;li&gt;Untrained skills have a base roll (either the base attribute, or base attribute/2 for difficult skills).&lt;/li&gt;&lt;li&gt;Trained is the base + (level +3)/2&lt;/li&gt;&lt;li&gt;Mastered is base + level + 3.&lt;/li&gt;&lt;/ul&gt;The masteries are like specialties - so someone can be trained in Craft [Blacksmith], for instance, and be a master weaponsmith.&lt;br /&gt;&lt;br /&gt;Lets take Sven, our level 4 Expert.&lt;br /&gt;Str 12 (+6), Dex 14 (+7), Con 12 (+6), Int 14 (+7), Wis 10 (+5), Cha 11 (+5).&lt;br /&gt;&lt;br /&gt;Craft is an Intelligence/2 skill, so the base value is +3.&lt;br /&gt;If Sven is a trained Blacksmith, his Blacksmith value is +6.&lt;br /&gt;If Sven later spends an additional skill point to gain mastery (weaponsmith), the skill would read: Craft [Blacksmith] +6 (Weaponsmith +10). Note that Sven could have mastered general blacksmithing, but other specialties would be unmastered.&lt;br /&gt;&lt;br /&gt;There are very few skill points to keep up with (0 = untrained, 1 = trained, 2+ = mastery) so there is much less math involved with upkeep.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115686084997885303?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115686084997885303/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115686084997885303' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115686084997885303'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115686084997885303'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/alternate-skills.html' title='Alternate skills'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115584431935256733</id><published>2006-08-17T14:51:00.000-05:00</published><updated>2007-02-15T14:14:06.721-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Esaene'/><title type='text'>What is the world of Esaene?</title><content type='html'>Esaene is a world in turmoil. The people of the land are just starting to see the light at the end of a thousand years of darkness. A long and costly war with mythical beings brought ruin to the land, shattering mighty cultures and laying waste to everything it touched. The fey races have retreated to the darkest corners of the land and new cultures have risen from the ashes of old.&lt;br /&gt;&lt;br /&gt;Still, old enmities and fears linger beneath the surface. Old religions are beginning to chafe at a new sect, the Prelacy of Light, who seek to spread their gospel to all living beings. Feuds dating hundreds of years or longer still simmer, waiting for an opportune chance to strike back.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115584431935256733?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115584431935256733/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115584431935256733' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115584431935256733'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115584431935256733'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/what-is-world-of-esaene.html' title='What is the world of Esaene?'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115574193305881344</id><published>2006-08-16T10:25:00.000-05:00</published><updated>2007-02-15T14:14:25.320-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Race'/><title type='text'>The role of race</title><content type='html'>How would you all feel to having all player characters be human, with distinctions for locale and culture, instead of the variety of fantasy races that fit that role right now?&lt;br /&gt;&lt;br /&gt;This would, in turn, make some of those other races more mysterious and primal, for one, and eliminate some of the stereotypes that exist for them in all FRPGs.&lt;br /&gt;&lt;br /&gt;In this scenario, the Akknals would be human (or demi-human) with some traits that make them stick out. In this particular case, Akknals have "giant blood" which makes even the smallest ones larger than an average human.&lt;br /&gt;&lt;br /&gt;The elves are already free in this ubiquitous presence that threatens the world sort of way, but it could free the dwarves to be much more mythologically inclined in the same manner, being one with the earth and the secrets therein. The "races' therefore are all byproducts of the mystic sundering of the spirit world from the physical world, left behind - a mythological figure without a narrative, so to speak. The races in FRPGs are all derived from myth anyway, so it would be interesting to bring them back to that root again.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115574193305881344?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115574193305881344/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115574193305881344' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115574193305881344'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115574193305881344'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/role-of-race.html' title='The role of race'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115561166808680051</id><published>2006-08-14T22:08:00.000-05:00</published><updated>2007-02-15T14:15:20.443-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Alpha'/><category scheme='http://www.blogger.com/atom/ns#' term='Playtest'/><title type='text'>Alpha Game 5 - Fight Night</title><content type='html'>The intrepid band of adventurers encountered the mysterious Akknals for the first time in the form of a hunting party. Both groups realized the other was out there, but some on both sides managed to be surprised nonetheless. The skirmish set up the night's festivities well and got them into the spirit of it. They found the secret passage into the former dwarven citadel and encountered a large party of Akknal warriors and a Shaman trying to batter down a door.&lt;br /&gt;&lt;br /&gt;First off, the fight was fabulous. I have to make some minor adjustments here and there, but it flowed quickly and had a good rhythm. I modified how critical damage is done to not make it so punative over the long haul while still keeping its short term kick in the pants. Now it is something that could very well end your combat, but if for whatever reason you do recover from it, you will not be completely out of everything afterward.&lt;br /&gt;&lt;br /&gt;The players had a lot of fun and the system was able to accomodate narrative combat actions quite easily, such as when the (foolhardy) wizard decided to run after the fleeing Akknal hunter and tackle him before he could alert others, or when the sorcerer transformed back to human form from his animal shape under the Sorcerer, knocking him over. The players had some suggestions and I saw some things that needed fixing, but overall it was a resounding success.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115561166808680051?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115561166808680051/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115561166808680051' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115561166808680051'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115561166808680051'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/alpha-game-5-fight-night.html' title='Alpha Game 5 - Fight Night'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115557723320401582</id><published>2006-08-14T12:36:00.000-05:00</published><updated>2007-02-15T14:16:06.314-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Off-Topic'/><title type='text'>New toys</title><content type='html'>&lt;a href="http://shop.enworld.org/index.php?productsid=459&amp;aid=34405"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 200px; CURSOR: hand" alt="MonkeyGod Presents: From Stone to Steel" src="http://www.enworld.org/shop/images/engs/product459/cov.jpg" border="0" /&gt;&lt;/a&gt;I was browsing ENWorld's store and came upon a book that caught my eye. I bought it on a whim and was glad for it afterwards.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://shop.enworld.org/index.php?productsid=459&amp;amp;aid=34405"&gt;MonkeyGod Presents: From Stone to Steel&lt;/a&gt; from Highmoon Media Productions is definitely worth the money. If you are at all interested in weapons from different historical ages and how they fit together, check it out. You won't regret it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115557723320401582?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115557723320401582/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115557723320401582' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115557723320401582'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115557723320401582'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/new-toys.html' title='New toys'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115552716545609337</id><published>2006-08-13T22:43:00.000-05:00</published><updated>2007-02-15T14:16:27.577-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Combat thoughts</title><content type='html'>Combat has been going pretty well, but something about the feel just isn't right yet. I'm going to play around with a few more variants and possible changes at the next game; there should be plenty of combat on a larger scale, as opposed to the few small scale tilts the characters have been involved with the past few weeks.&lt;br /&gt;&lt;br /&gt;I actually took a few days off to clear my head and I went through some variants in Unearthed Arcana and other places and I may have sparked some further ideas on keeping the combat grim (which the players have responded to favorably thus far) and keeping it within the right feel that I'm looking for. I've spoken with Ryan Nock (of Elements of Magic fame) recently about the magic system and he said he'd look at it after GenCon (which ended today). I definitely have to make it up there next year. Hopefully I'll have a new game book in tow too.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115552716545609337?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115552716545609337/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115552716545609337' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115552716545609337'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115552716545609337'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/combat-thoughts.html' title='Combat thoughts'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115517992053238322</id><published>2006-08-09T22:11:00.000-05:00</published><updated>2007-02-15T14:17:09.269-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Alpha'/><category scheme='http://www.blogger.com/atom/ns#' term='Playtest'/><category scheme='http://www.blogger.com/atom/ns#' term='Grappling'/><title type='text'>Alpha Game 4</title><content type='html'>We were missing two participants on Monday - Brian (Isaac the fighter) and Rich (Demetrius the Hunter) which was good and bad. The three spellcasters were in attendance, so we used the time to come up with tradition feats for each - one wizard, one sorcerer, one spellsword. After that was done, we had a side-plot that happened sometime in the night.&lt;br /&gt;&lt;br /&gt;Jess, the Wizard, was on watch when he noticed a fog roll in and the strange sound of bells. He tried to wake everyone up, but only the sorcerer, Aren, and the spellsword, Capernius, would wake. They encountered a young girl singing to herself while sitting on a rock, brushing her hair. They approached and were immediately caught in the snare of a charm spell, making them feel happy and friendly towards this strange girl.&lt;br /&gt;&lt;br /&gt;Meanwhile, her friend was looking through the camp until he found an old curved blade made of strange metal. The three spellcasters noticed this and started to move his way when the girl, bored with her song, threw a knife at Aren. The three spellcasters got into a solid fight with the Elves. Capernius was gutted pretty well by one of them while Jess the wizard got into an extended grapple with the girl. Aren managed to barely take care of the elf who nearly killed Capernius before Jess was finally able to overpower the girl and stab her to death.&lt;br /&gt;&lt;br /&gt;The grapple test went really well and it was a nice magic test too.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115517992053238322?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115517992053238322/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115517992053238322' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115517992053238322'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115517992053238322'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/alpha-game-4.html' title='Alpha Game 4'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115496298683665046</id><published>2006-08-07T10:01:00.000-05:00</published><updated>2007-02-15T14:17:28.012-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Cure'/><title type='text'>Magic Preview: Cure</title><content type='html'>&lt;strong&gt;&lt;h1&gt;CURE&lt;/h1&gt;&lt;/strong&gt;&lt;br /&gt;The Cure magical skill can cure afflictions, heal wounds, and even bring back the dead. Unwilling creatures are allowed a Will save to negate.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;CURE AFFLICTION (VARIES).&lt;/strong&gt; The following conditions can be cured. Casters may not spend more MP on a Cure Affliction effect than their ranks in the Healing skill.&lt;br /&gt;• Blindness (2 MP): This spell allows a target to get a Fortitude saving throw in order to cure blindness. If the effect is magical in nature, the original DC is used. Naturally occurring blindness is a DC 30. If the target’s eyes are missing, they must be regenerated first.&lt;br /&gt;• Deafness (2 MP): This spell allows a target to get a Fortitude saving throw in order to cure deafness. If the effect is magical in nature, the original DC is used. Naturally occurring deafness is a DC 30. If the target’s ears are missing, they must be regenerated first.&lt;br /&gt;• Disease (2 MP): This spell allows a target to get a Fortitude saving throw in order to cure disease. If the effect is magical in nature, the original DC is used. Naturally occurring disease is a DC 30.&lt;br /&gt;• Fatigue (2 MP): The spell suppresses fatigue for the duration of the spell. At the end of the spell’s duration, the target must make a Fortitude saving throw (DC 20) or become exhausted. Fatigue can only be eliminated through rest. The duration of the spell does not count as rest.&lt;br /&gt;• No Pain (5 MP): If there are any magical effects reducing one of the subject’s ability scores, the effect is suppressed. This does not cure ability damage or permanent ability drain, but it can sober a drunk without giving them a hangover. While under the effect of this enhancement, creatures have a -2 penalty to Dexterity, Vitality damage does not cause wounds and the affected creature does not suffer the affects of any trauma failure except death. At the end of duration, the affected creature must immediately make a trauma save with all applicable penalties and wound carryover.&lt;br /&gt;• Paralysis (3 MP): This spell allows a target to get a Fortitude saving throw in order to cure paralysis. If the effect is magical in nature, the original DC is used. Naturally occurring paralysis is a DC 30. If the creature’s Strength or Dexterity had been drained, they are restored to at least 1.&lt;br /&gt;• Poison, Negate (3 MP): This spell allows targets to get a Fortitude saving throw in order to negate poison. The original DC of the poison is used. Creatures with natural poison abilities that succeed their saving throw can keep their poison stores and use their poison to harm creatures outside the area of effect.&lt;br /&gt;• Poison, Slow (3 MP): For the spell’s duration, poison in the area of effect has no effect. Once the spell elapses, poison takes its usual course. The caster must be able to use Time effects in order to use this enhancement.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;HEAL (VARIES).&lt;/strong&gt; These spells help the healing of wounds. Casters may not spend more MP on a Heal effect than their ranks in the Healing skill.&lt;br /&gt;• Enhance Healing (+1 MP): Affected creatures gain a +2 bonus to Fortitude saves for purposes of healing only.&lt;br /&gt;• Endurance (4 MP): Affected creatures gain a +4 bonus on the following checks and saves for the spell’s duration: Swim checks made to resist vitality damage, Constitution checks made to continue running, Constitution checks made to avoid vitality damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid vitality damage from starvation or thirst, Fortitude saves made to avoid vitality damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.&lt;br /&gt;• True Healing (+3 MP): Affected creatures heal 1 wound and take 1 point of vitality damage. Creatures with no vitality get no benefit from this. This damage cannot be soaked.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;REGENERATION (VARIES).&lt;/strong&gt; These spells restore atrophied or missing body parts. These effects must be used in conjunction with Craft Permanent Spell. Casters may not spend more MP on a Regenerate effect than their ranks in the Healing skill.&lt;br /&gt;• Regenerate, Lesser (12 MP): Regenerates lost body parts no larger than an eye or finger. The target takes 12 points of vitality damage. This damage cannot be soaked.&lt;br /&gt;• Regenerate, Moderate (15 MP): Regenerates lost body parts no larger than a hand or foot. The target takes 15 points of vitality damage. This damage cannot be soaked.&lt;br /&gt;• Regenerate, Greater (18 MP): Regenerates lost body parts no larger than an arm or leg. The target takes 18 points of vitality damage. This damage cannot be soaked.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;REVIVE (VARIES).&lt;/strong&gt; These spells restore the dead to life. The body must be complete in order to be revived. No being can be revived after 1 week. Reviving a body causes the target to permanently lose a point of Constitution. A body with a 0 constitution cannot be revived and this loss may not be restored by magic. These effects must be used in conjunction with Craft Permanent Spell. This often does not work without a No Pain or Slow Poison effect on the corpse allowing the caster to heal any lingering wounds and maladies. Casters may not spend more MP on a Revive effect than their ranks in the Healing skill. A revive enhancement may not be used more than once on the same corpse, meaning a caster who fails a Lesser Revive must use a Moderate or Greater Revive on his next attempt. A corpse failing a Greater Revive cannot be raised at all. Revived creatures are exhausted, have 0 vitality, and whatever unhealed wounds remaining from their death.&lt;br /&gt;• Revive, Lesser (10 MP): This spell attempts to revive someone who has died within 10 minutes. The target gets must make a successful Fortitude saving throw (DC 25) to be revived.&lt;br /&gt;• Revive, Moderate (15 MP): This spell attempts to revive someone who has died within a day. The target gets must make a successful Fortitude saving throw (DC 35) to be revived.&lt;br /&gt;• Revive, Greater (20 MP): This spell attempts to revive someone who has died within 1 week. The target gets must make a successful Fortitude saving throw (DC 45) to be revived.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115496298683665046?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115496298683665046/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115496298683665046' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115496298683665046'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115496298683665046'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/magic-preview-cure.html' title='Magic Preview: Cure'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115444321788605448</id><published>2006-08-01T08:42:00.000-05:00</published><updated>2007-02-15T14:18:14.247-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Alpha'/><category scheme='http://www.blogger.com/atom/ns#' term='Playtest'/><title type='text'>Alpha Game 3</title><content type='html'>The characters got to explore some more of the Shattered Sea as they were retained on an expedition to find some ruins in the north. On their way, a storm forced them to take shelter in the city of Mara, a now-decaying port that was once the jewel of the sea.&lt;br /&gt;&lt;br /&gt;There, in a small tavern called the Goddess' Arms, they met a small contingent of dwarves - the first they had ever seen. The dwarves had more gold than the party members had ever seen too, which got them greedy. They learned a little bit about dwarven culture in some pretty funny bits of dialog and discovered the dwarves were refugees - fleeing from their stronghold in the north from a tribe called the Akknals. They entered into an agreement with the dwarves, via a dwarf named Garek, to retrieve a blackwood chest from within the vault of the stronghold in exchange for a reward. The party was headed that direction anyway, so they agreed to the quest.&lt;br /&gt;&lt;br /&gt;They went north and docked their ship in a small hidden cove, making the all-day trek to the ruins. Demetrius got to show off his survival skills by providing for the party with some hunting and keeping them from freezing to death. In the ruins, they found an ancient hill fort and what looked to be a temple complex. Area transformed into a bird and scouted the area, noticing magic in the hill fort. The party examined that area while the sailors looked at the temple.&lt;br /&gt;&lt;br /&gt;At the hill fort they encountered a large horned giant (a troll) with a club. Half the party and the troll were surprised - Demetrius and Capernius downed him with two pin-point shots with their bows after doing nothing to him in the surprise round. Jess detected silver under a large stone and moved it over with Isaac's help, finding a silver medallion with an iron spike driven through the center. They also discovered the stone was somewhat magnetic.&lt;br /&gt;&lt;br /&gt;After knocking down an additional stone (number 13), Ares warned them to not touch the stones any further and not disturb the medallions. They reluctantly agreed and headed back to the temple, where the sailors had uncovered a cache of treasure and were busy gathering it up. They plan to approach the dwarven fortress the next morning and retrieve the darkwood box.&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;br /&gt;The characters all advanced up to third level and I'm still messing with the magic system. If I can get the rules cohesive enough in one week's time, I may attempt to make it up to GenCon and run some demo games at the Matrix booth. Right now, I'm not comfortable with them to really do that at all, so we'll have to see.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115444321788605448?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115444321788605448/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115444321788605448' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115444321788605448'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115444321788605448'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/08/alpha-game-3.html' title='Alpha Game 3'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115414203622814976</id><published>2006-07-28T21:59:00.000-05:00</published><updated>2007-02-15T14:18:31.898-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><title type='text'>Magic Magic Everywhere</title><content type='html'>This continues to be the main source of concern for me so far. I do need to enforce Brian using signature spells, because he has a tendency to try and magic anything that pops into his head. Still, it needs work. I've been brainstorming this evening trying to come up with some alternate strategies to deal with it and make it interesting. If anyone has suggestions, feel free.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115414203622814976?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115414203622814976/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115414203622814976' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115414203622814976'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115414203622814976'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/07/magic-magic-everywhere.html' title='Magic Magic Everywhere'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115379748703116281</id><published>2006-07-24T22:00:00.000-05:00</published><updated>2007-02-15T14:18:58.921-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Alpha'/><category scheme='http://www.blogger.com/atom/ns#' term='Playtest'/><title type='text'>Alpha game 2</title><content type='html'>Everyone had a blast tonight. I made some changes to some basic premises of the game - ability scores always give a positive modifier, so I had to raise the DC of just about everything by 5.&lt;br /&gt;&lt;br /&gt;In tonight's story, Isaac - the son of a rich noble, but weak and gullible in his eyes - was conned not once, but twice by the beautiful Zatina. Jess was arrested for running out on his debts after Isaac unwittingly led a bounty hunter back to the inn. His debt was paid off by the mysterious Mr. Haron, who now holds the key to Jess' future. Capernius "the Just" (aka Capernius the Gullible after the situation with Zatina) made some inroads with the Templars of Valar and the group found work - the first job being an elaborate con by Zatina that made them the patsies for her crime, the second a boat headed north for an expedition into newly discovered ruins. Luckily, the boat was leaving the morning after the Zatina situation.&lt;br /&gt;&lt;br /&gt;The mysterious deaths of clergy continued and they finally put a name to the threat - a bean sidhe, legendary harbinger of death native to the Breen highlands, Demetrius' homeland.&lt;br /&gt;&lt;br /&gt;The high point of the evening from a gaming perspective was the beliefs. I'm going to work on them some more, but right now the group is using the concept right out of Burning Wheel.&lt;br /&gt;&lt;br /&gt;Isaac believes his father was a weak man and a failure, even to the point where he believes he may be illegitimate. He also believes greatness can be achieved through daring a guile and he must do everything to escape his father's shadow. The temptress and grifter, Zatina, was a good tool to bring forth Isaac's own shortcomings and force him to face it. It worked really well and he is really engaged with the character and his love/hate interest, Zatina.&lt;br /&gt;&lt;br /&gt;Demetrius also has father problems - he is trying to escape the long shadow his father casts over him and prove that the sins of his father do not reflect on him. His problems stem from his homeland and he is being dragged deeper and deeper into who his people are, their strange beliefs, and the mysteries going on through two siblings, Haldis and Kaelin, that he keeps seeing all over town.&lt;br /&gt;&lt;br /&gt;Jesseldar Gianas, or Jess, cannot see beyond the shine of the coin. He believes he can run from any debt and that money is the end, not just a means. The bounty hunter with an Imperial Warrant immediately brought him into a situation that was close to his character's center and the paying off of the debt by a mysterious crime lord embroils him further into dangerous territory.&lt;br /&gt;&lt;br /&gt;Capernius is consumed by the church and has, almost on his own, been investigating the murder of the priest and several other clergy members since he has been in town. He believes that he has been chosen by God for some special purpose and is pretty self-driving in that respect. His interactions with church members are always very interesting from a story perspective.&lt;br /&gt;&lt;br /&gt;Aren has been the most difficult so far, but I think that has been more of a timing issue than anything else. He is another character who believes he has been "chosen" for greater things - instead of the Lord of the Valarian church, it is by the spirits of Silea, his homeland. He is actively searching for the culprit who is trying to destroy his home at the behest of his spirit guides.&lt;br /&gt;&lt;br /&gt;It's a nice mechanic that really brings the characters in the game and it really worked out well from a storytelling perspective. I had a few ideas of things I wanted to do tonight, but mostly it was working with the various beliefs and getting them on a roll.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115379748703116281?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115379748703116281/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115379748703116281' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115379748703116281'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115379748703116281'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/07/alpha-game-2.html' title='Alpha game 2'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115318928133120661</id><published>2006-07-17T21:10:00.000-05:00</published><updated>2007-02-15T14:19:20.778-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Alpha'/><category scheme='http://www.blogger.com/atom/ns#' term='Playtest'/><title type='text'>Alpha game 1</title><content type='html'>The game went OK. These are the characters as of right now: &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Capernius&lt;/strong&gt; (Scott), an initiate of the Prelacy of Valar from Amara. He is a level 2 Spellsword loosely in the service of the church (he believes he has been chosen by God, although the church doesn't actually recognize him as such). &lt;li&gt;&lt;strong&gt;Jess&lt;/strong&gt; (Matt), a wizard of the Guild Moryan, traveling to avoid his various debtors and seeking his fortune by any means necessary. He is a level 2 wizard. &lt;li&gt;&lt;strong&gt;Demetrius&lt;/strong&gt; (Rich), a lvl 2 hunter from the outlands of Breen who is seeking his past by finding out who, and what, his father was. &lt;li&gt;&lt;strong&gt;Isaac&lt;/strong&gt; (Brian D), a brash nobleman from the Empire who is seeking to overshadow his father and make a name for himself. He is a level 2 fighter. &lt;li&gt;&lt;strong&gt;Aren&lt;/strong&gt; (Brian C) is a level 2 sorcerer from the Silean wilds who believes the spirits of the forest chose him as a savior from those who are currently seeking to destroy his homeland.&lt;/li&gt;&lt;/ul&gt;We went through some basic combat and magic as they were aboard a ship headed to the free port of Tycho. I have a few adjustments to make before next game: &lt;ul&gt;&lt;li&gt;Lower the magic DC from 15 to 10.&lt;br /&gt;&lt;li&gt;Go over the alpha rules to clear up some text and eliminate some errors.&lt;br /&gt;&lt;li&gt;Clarify the magic rules a bit. Tighten them up.&lt;br /&gt;&lt;li&gt;Maybe fiddle with the combat mechanic - perhaps introduce a vitality threshold where damage goes into wounds.&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115318928133120661?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115318928133120661/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115318928133120661' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115318928133120661'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115318928133120661'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/07/alpha-game-1.html' title='Alpha game 1'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115272929957795222</id><published>2006-07-12T13:32:00.000-05:00</published><updated>2007-02-15T14:19:37.808-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Alpha'/><category scheme='http://www.blogger.com/atom/ns#' term='Playtest'/><title type='text'>Alpha Playtest</title><content type='html'>The rules are to a point to where I am now playtesting them with my gaming group.&lt;br /&gt;&lt;br /&gt;It's funny, because I have advanced beyond so many of my previous posts and ideas that they seem kind of alien at this point. Anyway, I'll keep a log of how the playtest is going.&lt;br /&gt;&lt;br /&gt;We did some basic character stuff this past Monday (the 10th of July) and the guys are getting used to the changes in the rules. I'm talking with a very talented artist right now and I hope to have some headway in that arena soon. More later.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115272929957795222?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115272929957795222/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115272929957795222' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115272929957795222'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115272929957795222'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/07/alpha-playtest.html' title='Alpha Playtest'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115229663040970478</id><published>2006-07-07T13:19:00.000-05:00</published><updated>2007-02-15T14:20:12.900-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Origins'/><category scheme='http://www.blogger.com/atom/ns#' term='Convention'/><title type='text'>Origins</title><content type='html'>The Con went well. I had a lot of fun and met lots of interesting people. The coolest game I saw and played was Artesia, which won the Best RPG Award at the show. The game is gorgeous and the author/artist, Mark Smylie, is really cool. I also managed to pick up a copy of Burning Wheel from Indie Press Revolution. Brennan Taylor, the guy who runs IPR, played Artesia with me on Friday night. I met him the year before and he's a pretty cool guy.&lt;br /&gt;&lt;br /&gt;I also met Aaron Acevedo, Andy Hopp, and Sean Preston at a party thrown by Sean Patrick Fannon (who I know from back when he was trolling around Raleigh). A good time was had by all. I also came away with some good ideas for changes in my design, so that is moving forward as well. I hope to have the Alpha rules done by the end of the month.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115229663040970478?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115229663040970478/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115229663040970478' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115229663040970478'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115229663040970478'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/07/origins.html' title='Origins'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-115072521835993171</id><published>2006-06-19T08:52:00.000-05:00</published><updated>2007-02-15T14:20:27.412-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Delay'/><title type='text'>Life</title><content type='html'>Real life has taken precedence for a while. After tonight my time should start to clear up a bit. I've made significant progress, but haven't had the time to update. I plan on rectifying that, especially after Origins at the end of the month.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-115072521835993171?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/115072521835993171/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=115072521835993171' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115072521835993171'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/115072521835993171'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/06/life.html' title='Life'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114788379546147974</id><published>2006-05-17T11:34:00.000-05:00</published><updated>2007-02-15T14:20:52.430-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='Elements of Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Magic</title><content type='html'>I'm sticking to a blend of Elements of Magic (Revised) for the magic system. I've made a few changes, but overall I think it will work well. If you haven't checked it out, I highly recommend it. It's published by ENPublishing (of &lt;a href="http://www.enworld.org/"&gt;Enworld&lt;/a&gt;) and is a nice alternative magic system.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114788379546147974?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114788379546147974/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114788379546147974' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114788379546147974'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114788379546147974'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/05/magic.html' title='Magic'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114720389140061877</id><published>2006-05-09T14:22:00.000-05:00</published><updated>2007-02-15T14:21:18.832-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Damage'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Damage and Endurance</title><content type='html'>I've decided to tie magic into endurance, a stat (like hit points or vitality, although I'm not using hit points) easily managed during the game. A lot of this ties into the damage accounting system I'll be using too. I'll explain it as clearly as I can without doing a full rules review.&lt;br /&gt;&lt;a href="http://photos1.blogger.com/blogger/1337/1812/1600/damage.0.jpg"&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://photos1.blogger.com/blogger/1337/1812/320/damage.0.jpg" border="0" /&gt;&lt;/a&gt;Damage (above) is charted on a little graph easily tracked on a character sheet. The penalties listed are to attack, defense, skill checks, saving throws, ability checks, etc. When a person reaches "Mortal", they make a saving throw each round they take damage to see if they are dying or flat out dead.&lt;br /&gt;&lt;a href="http://photos1.blogger.com/blogger/1337/1812/1600/endurance.jpg"&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://photos1.blogger.com/blogger/1337/1812/320/endurance.jpg" border="0" /&gt;&lt;/a&gt;Endurance is also charted like this. Whereas every character has a Toughness score that mitigates incoming damage (modified by armor, etc.), every character also has an Endurance score or vitality pool. When this pool is expended (round of combat, extra exertion, spellcasting) it bleeds over into the chart. The penalties incurred are the same, but when the character reaches Exhausted, they make a save to avoid being stunned or unconscious.&lt;br /&gt;&lt;br /&gt;I'm happy with how it is looking so far and I believe I may be ready to do some serious alpha testing with it soon. It has the feel I'm looking for. The endurance system can be incorporated into a lot of interesting ideas for combat and general use.&lt;br /&gt;&lt;br /&gt;For instance, theoretical combat has some elements of simulationist gaming and some elements of narrative gaming.&lt;br /&gt;&lt;br /&gt;I'm thinking, currently (so subject to change) that each attack and defense roll a character makes will cost 1 Endurance. So someone who is being harried by multiple attackers is more likely to tire first. This way you don't have to keep track of consecutive penalties (-1 per extra attacker) or anything like that - it's easily tracked.&lt;br /&gt;&lt;br /&gt;Certain abilities may also have an endurance cost, not just casting spells. Maybe something like power attack (since with the relative degree mechanic it is rendered somewhat impotent) could be an endurance for damage tradeoff. Combat movement will probably also cost endurance, so it will build up quickly. Recovering is fairly easy (a round of rest will get you back some) but it does require some thought as to how you would go about your plan.&lt;br /&gt;&lt;br /&gt;A character's endurance pool is easily replenished, but penalties from going overboard take more time. Therefore, someone with 18 endurance can go hard and become winded (maybe 2 blocks in), rest for a few rounds to regain their endurance, but still be considered winded (the penalty remains). They are "catching their breath", although they remain tired still.&lt;br /&gt;&lt;br /&gt;Dealing with magic, this allows someone to cast indefinitely if they have the time and space to do so - as long as they can rest relatively short periods of time between spells, they'll be alright. It is far too easy, however, with high powered magic to become tired and start taking penalties. The endurance costs are very high and will cause problems. I'm still working out the specifics, but the concept is solid.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114720389140061877?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114720389140061877/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114720389140061877' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114720389140061877'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114720389140061877'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/05/damage-and-endurance.html' title='Damage and Endurance'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114537050974763556</id><published>2006-04-18T09:19:00.000-05:00</published><updated>2007-02-15T14:21:50.578-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Magic'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Thinking outside the box</title><content type='html'>Too many magic systems are outside of the normal rules. That is to say you have a base mechanic that works a certain way (attack/skill system for D20 for instance) and your magic system works differently (spell slot with saving throws). Some systems are a bit more unified, but most have magic as being completely separate from the rest of the character.&lt;br /&gt;&lt;br /&gt;Why?&lt;br /&gt;&lt;br /&gt;I've seen some systems use a skill or pseudo-skill system for magic, which is not a bad idea but still seems a little off. I was brainstorming the other day and came up with an interesting idea.&lt;br /&gt;&lt;br /&gt;What if a character's magic abilities were feats that allowed him to modify his base abilities. Specifically, say your magic allows you to modify your bluff skill outside of "normal" boundaries.&lt;br /&gt;&lt;br /&gt;With bluff, you can convince someone of a lie or trick them. With bluff backed by magic, you can convince them of things they would never believe normally, fascinate them into a stupor, or any number of things. Magic-backed intimidate could cause fear and panic, decipher script could allow you to read dead or alien languages, Gather Information could allow you to commune with spirits for ancient lore, etc.&lt;br /&gt;&lt;br /&gt;The point is that magic becomes a seamless part of the skill system. The mechanic from that point could be similar to the base - d20+modifier (even a skill) vs. DC.&lt;br /&gt;&lt;br /&gt;This puts a premium on skills, which is what wizards were supposed to be about. They were wise men who valued knowledge. If someone wants to turn lead into gold, instead of learning a transmutation spell, they take ranks in Craft (Alchemy). The magic allows them to increase their skill bonus to perform things that would otherwise be improbable.&lt;br /&gt;&lt;br /&gt;Therefore, if a wizard needs to perform a dangerous spell on a demon, he would either need to know about demons already or go research it.&lt;br /&gt;&lt;br /&gt;There would be higher magics as well - basically new feats that allow him to modify skills in new ways and ones that allow him basic powers that he could use with effort.&lt;br /&gt;&lt;br /&gt;I really loathe spell memorization and want to get away from that. Wizards should be powerful because of their knowledge and skill, not because they have two wish spells memorized, or they have a ring that gives them three extra fireballs per day.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114537050974763556?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114537050974763556/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114537050974763556' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114537050974763556'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114537050974763556'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/04/thinking-outside-box.html' title='Thinking outside the box'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114442997082281687</id><published>2006-04-07T12:10:00.000-05:00</published><updated>2007-02-15T14:22:18.919-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Balance'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Balancing world &amp; rules</title><content type='html'>So a few questions for any readers out there:&lt;br /&gt;&lt;br /&gt;What should be the intial balances of rules v worldbook in the initial release?&lt;br /&gt;How integrated should the rules be into the worldbook?&lt;br /&gt;Should they be completely separate parts of the book, a la Castle Falkenstein?&lt;br /&gt;How much of the rules should depend on the use of Esaene as the game world?&lt;br /&gt;&lt;br /&gt;Just some random musings as we wait for Chris's next big burst of creativity...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114442997082281687?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114442997082281687/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114442997082281687' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114442997082281687'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114442997082281687'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/04/balancing-world-rules.html' title='Balancing world &amp; rules'/><author><name>Brant</name><uri>http://www.blogger.com/profile/07482746543829626805</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-21052960.post-114442094635342994</id><published>2006-04-07T09:40:00.000-05:00</published><updated>2007-02-15T14:22:51.751-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Story'/><category scheme='http://www.blogger.com/atom/ns#' term='Mutants and Masterminds'/><title type='text'>Story theories</title><content type='html'>I will start GMing a game of Mutants and Masterminds soon with my normal gaming group. I haven't run a game in some time and I was going to try out a lot of the story and theme ideas I have read about on many sites, as well as some basic story structure elements I have read about while persuing my dream of fiction writing.&lt;br /&gt;&lt;br /&gt;We'll see how it goes. I'm curious to see how the fiction structure will compliment or clash when you have multiple points of view all shouldering each other aside for screen time. It will have to be managed.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114442094635342994?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114442094635342994/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114442094635342994' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114442094635342994'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114442094635342994'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/04/story-theories.html' title='Story theories'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114177731274391989</id><published>2006-03-07T19:19:00.000-05:00</published><updated>2007-02-15T14:23:11.188-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Class'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Base class</title><content type='html'>I had a thought today. Instead of everyone choosing a "standard" class like Fighter, Wizard, Bard, etc. - everyone chooses a base class that represents where they came from. This could be noble, artisan, commoner, outsider, warrior, etc. - they get a basic package of skills and saving throws then they continue on to whatever prestige class they like - be it soldier, knight, wizard, sorcerer, etc. Racial classes can also be substituted in for characters who have a certain upbringing, like dwarves.&lt;br /&gt;&lt;br /&gt;Just a thought. I'm curious if anyone has an opinion.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114177731274391989?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114177731274391989/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114177731274391989' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114177731274391989'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114177731274391989'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/03/base-class.html' title='Base class'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114107045501596617</id><published>2006-02-27T14:47:00.000-05:00</published><updated>2007-02-15T14:23:41.342-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Story'/><category scheme='http://www.blogger.com/atom/ns#' term='Theme'/><category scheme='http://www.blogger.com/atom/ns#' term='Esaene'/><title type='text'>Themes, too</title><content type='html'>Continuing on Chris's idea of underlying themes, there are some things I was always big on with the original conception of Esaene.&lt;br /&gt;&lt;br /&gt;1. History - there are a few 'big' stories that underlie the world and much of them are considered to be 'folk legends'. However, there are elements of truth in every fairy tale and legend, and separating fact from fiction can unlock some powerful secrets.&lt;br /&gt;&lt;br /&gt;2. History, 2 - Everything has a story. That "longsword +1" in the pile of treasure is really the finely-crafted 9th blade of Ythifir the Black, one of the dozen he created for the Guardians of Perisis. It is distinguishable by it's off-center hilt, balanced for left-handed users (which all Guardians were) and the Illusin engraving on the blade. Such a finely-balanced blade moves with the wielder, giving him or her an edge in combat. Usually, stories like that are reserved for the Vorpal Bastard Sword +4/+6 vs Nocturnal Lycanthropes.&lt;br /&gt;&lt;br /&gt;3. Motivations - No grand good vs evil story here. Everyone has a reason to do what they do, and people with perfectly legitimate reasons for pursuing their life's goals may often find themselves at cross-purposes. Chris highlighted that alignment is not a major factor. More important to me, people have to have a &lt;i&gt;reason&lt;/i&gt; for doing what they're doing, instead of the wishy-washy "that's what my alignment would have me do."&lt;br /&gt;&lt;br /&gt;4. Magic - A strange and wondrous thing. Even hedge wizards are treated with great reverence, once the crowd believes that it's not a sleight-of-hand trick.&lt;br /&gt;&lt;br /&gt;5. Separation - There's no 'line in the sand' at the edge of the king's lands. But the distance from this land to that land is pretty vast when you have to spend 4 nights in "Injun country" to get there. Adventurers are treated in high regard but are very rare; merchants bringing wares from another land are also treated with great reverence for having travelled beyond the next two hills.&lt;br /&gt;&lt;br /&gt;As Chris had previously noted - comments are welcome &amp;amp; encouraged.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114107045501596617?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114107045501596617/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114107045501596617' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114107045501596617'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114107045501596617'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/02/themes-too.html' title='Themes, too'/><author><name>Brant</name><uri>http://www.blogger.com/profile/07482746543829626805</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>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114105643096716955</id><published>2006-02-27T10:48:00.000-05:00</published><updated>2007-02-15T14:23:57.242-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Story'/><category scheme='http://www.blogger.com/atom/ns#' term='Theme'/><category scheme='http://www.blogger.com/atom/ns#' term='Esaene'/><title type='text'>Theme</title><content type='html'>Brant and I have been discussing story and theme for the Esaene setting lately. He has already published Esaene under his own rules several years back, but if I'm writing this thing I wanted a bit more creative control. We've decided that, instead of making everything in the world of Esaene, we're going to start with a specific place and work out from there.&lt;br /&gt;&lt;br /&gt;Anyway, the themes are not well defined in the game as is. Brant's original idea was exploration and political struggle. I have a lot of ideas, but they need to be fully developed.&lt;br /&gt;&lt;br /&gt;Themes&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Boundaries&lt;/strong&gt; - the area between civilization and the wild is a thin line and one that should be examined. Where does civilization stop and nature begin? What are the problems encountered when they come into conflict?&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Consequences&lt;/strong&gt; - There is no alignment in this game. There are plenty of sides and factions who believe they are right. Sometimes they both are. Each action has consequences and no one lives in a vacuum.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Struggle&lt;/strong&gt; - Conflict is always a theme and should always remain - Religious and political ideologies, mercantile wars, limited resources. Everyone is at odds for one reason or another, with the players inevitably in the middle. Peace is boring.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Fantasy&lt;/strong&gt; - Magic and wonder are still important parts to the game, but they come with their dangers. Fairy tales, tragedies, and myths should all have parts. The fantastic should not overshadow the characters though.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Those are the overriding themes as I see it. Anyone have any suggestions or critique?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114105643096716955?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114105643096716955/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114105643096716955' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114105643096716955'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114105643096716955'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/02/theme.html' title='Theme'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114105479835006211</id><published>2006-02-27T10:21:00.000-05:00</published><updated>2007-02-15T14:24:22.459-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Grim and Gritty'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Mechanics</title><content type='html'>I've been working on an overreaching mechanic for the system. The Grim'n'Gritty revised and simplified by Ken Hood is a nice system that makes combat very lethal and nasty. The mechanic is very nice and also can be used to streamline other parts of the game, so the mechanics do not get in the way of the story.&lt;br /&gt;&lt;br /&gt;The critical mechanic used in the system is a little similar in the set up to what I already have, but the execution at the end is much better.&lt;br /&gt;&lt;br /&gt;The base threat range for any weapon (or check) is 10. If you exceed your target number by 10 or more, you threaten a critical - just like rolling a 20 in D&amp;D. Instead of doing extra damage, you can select critical effects with a modifier to the confirmation roll.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Example (Normal D&amp;amp;D vs. Modified GnG)&lt;/strong&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Fighter with Longsword (19-20, x2) - if he rolls a 19-20 on a d20, he threatens a critical and has to only hit the base Armor Class to confirm it - doing double damage (x2).&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Fighter with Longsword (8/+0) - if the fighter exceeds his target by 8 or more, he threatens a critical. He may select multiple maneuvers with modifiers, such as Disable Arm (-4) and roll his confirmation check at -4. If successful, the target makes a saving throw or has his arm disabled. The +0 is a modifier to the saving throw. High impact weapons, like picks, are harder to make a successful save against.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;This can be further extrapolated to other checks.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Skills: &lt;/strong&gt;Craft (Weapon) - if the user makes his check by 10, he can attempt to craft a masterwork item with a modifier. This is bounded by material costs, of course.&lt;br /&gt;&lt;strong&gt;Magic:&lt;/strong&gt; Power check - if the caster makes his check by 10, he can add metamagic or additional effects to the spell.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114105479835006211?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114105479835006211/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114105479835006211' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114105479835006211'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114105479835006211'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/02/mechanics.html' title='Mechanics'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114055500475515084</id><published>2006-02-21T15:49:00.000-05:00</published><updated>2007-02-15T14:24:40.763-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Grim and Gritty'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Grim n' Gritty</title><content type='html'>I've been looking over Ken Hood's revised Grim'n'Gritty combat rules. Very nice stuff. I may incorporate more into the game. I want combat to be streamlined as much as possible.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114055500475515084?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114055500475515084/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114055500475515084' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114055500475515084'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114055500475515084'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/02/grim-n-gritty.html' title='Grim n&apos; Gritty'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-113993122360037754</id><published>2006-02-14T10:22:00.000-05:00</published><updated>2007-02-15T14:25:01.392-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Character'/><category scheme='http://www.blogger.com/atom/ns#' term='Keys'/><category scheme='http://www.blogger.com/atom/ns#' term='Flags'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Keys/Flags</title><content type='html'>I've been reading a lot of indie game design blogs lately and there is a lot of great material out there. Here is a great example:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://bankuei.blogspot.com/2006/02/flag-framing_03.html"&gt;Flag Framing&lt;/a&gt; - this is pretty much how the key system works, except I'm tying it into experience and level progression. It is then both an informal-structure role-playing tool and a formal level-progression tool.&lt;br /&gt;&lt;br /&gt;The key system is something that &lt;a href="http://www.bayonetgames.com"&gt;Brant&lt;/a&gt;, the original designer of Esaene 1st Edition, was really adamant about and I agree with him. It gives both the player and the GM a focus for character development and role-playing. It also covers some fundamental issues with level progression in standard D&amp;amp;D. In theory, a player can choose to take a level of wizard out of the blue. Sure, GMs sometimes will mutter something about finding a tutor, but there is nothing specifically in the rules that says they can't do it.&lt;br /&gt;&lt;br /&gt;To advance a level in Esaene, you need the requisite "life" experience (experience points) as well as personal growth (goal achievement). Each level a player must accomplish five goals.&lt;br /&gt;&lt;br /&gt;Two of these goals are required - a class goal (meaning an accomplishment that reflects the class you wish to attain. It could be something simple like training or combat for a warrior, or something as extensive as achieving a certain level in a specific skill. In that case, for instance, you may not be ready to train in a specific class until you take the time elsewhere to learn the basics).&lt;br /&gt;&lt;br /&gt;The other required goal is a key goal - essentially, the character must deal with a difficult task concerning a key. If the key is, for instance, "Sir Reginald upholds the code of chivalry", then dealing with a situation where that Code is questioned or Sir Reginald has to uphold the Code even when he doesn't want to would qualify. Since keys are player-defined, it allows the player to interject what he or she wants to see in the game as a real mechanic with consequences.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-113993122360037754?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/113993122360037754/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=113993122360037754' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113993122360037754'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113993122360037754'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/02/keysflags.html' title='Keys/Flags'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-113988044483637245</id><published>2006-02-13T20:26:00.000-05:00</published><updated>2007-02-15T14:25:17.324-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Delay'/><title type='text'>Short break</title><content type='html'>I'm taking a short break to refresh and come back to the material clean.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-113988044483637245?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/113988044483637245/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=113988044483637245' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113988044483637245'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113988044483637245'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/02/short-break.html' title='Short break'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-113830716412276456</id><published>2006-01-26T15:07:00.000-05:00</published><updated>2007-02-15T14:25:32.264-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Monster'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Monster Redesign: The Basilisk</title><content type='html'>Transferring some (but not all) creatures from the SRD to the new rules has been interesting. I've made some other changes just based on personal tastes. Take the Basilisk, for instance. What is the purpose of turning an opponent into stone? Do they eat stone? It always seemed odd to me. It makes more sense, from my viewpoint, that the turning to stone is more of a folk tale to explain some odd behavior rather than reality.&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Basilisk&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Medium Fey (Magical Beast)&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hit Dice:&lt;/strong&gt; 6 (34 wounds, 7 toughness)&lt;br /&gt;&lt;strong&gt;Initiative:&lt;/strong&gt; -1&lt;br /&gt;&lt;strong&gt;Speed:&lt;/strong&gt; 20 ft.&lt;br /&gt;&lt;strong&gt;Defense: &lt;/strong&gt;12 (+3 Base, -1 Dexterity)&lt;br /&gt;&lt;strong&gt;Protection:&lt;/strong&gt; 3 (Natural)&lt;br /&gt;&lt;strong&gt;Base Attack/Grapple:&lt;/strong&gt; +6/+8&lt;br /&gt;&lt;strong&gt;Attack:&lt;/strong&gt; +6 Bite (1d8+3)&lt;br /&gt;&lt;strong&gt;Full Attack:&lt;/strong&gt; +6 Bite (1d8+3)&lt;br /&gt;&lt;strong&gt;Space/Reach:&lt;/strong&gt; 5 ft./5 ft.&lt;br /&gt;&lt;strong&gt;Special Attacks:&lt;/strong&gt; Petrifying Gaze*&lt;br /&gt;&lt;strong&gt;Special Qualities:&lt;/strong&gt; Darkvision 60 ft., Lowlight Vision, Natural Camouflage**&lt;br /&gt;&lt;strong&gt;Saves:&lt;/strong&gt; Fort +8, Ref +3, Will +3&lt;br /&gt;&lt;strong&gt;Abilities:&lt;/strong&gt; Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11&lt;br /&gt;&lt;strong&gt;Skills:&lt;/strong&gt; Perception +9, Sneak +5 (+9**), Survival +7&lt;br /&gt;&lt;strong&gt;Feats:&lt;/strong&gt; Alertness, Blind-Fighting, Great Fortitude&lt;br /&gt;&lt;strong&gt;Environment:&lt;/strong&gt; Warm desert&lt;br /&gt;&lt;strong&gt;Organization:&lt;/strong&gt; Solitary or colony (3-6)&lt;br /&gt;&lt;strong&gt;Challenge Rating:&lt;/strong&gt; TBD&lt;br /&gt;&lt;strong&gt;Treasure:&lt;/strong&gt; Only in nest&lt;br /&gt;&lt;strong&gt;Advancement:&lt;/strong&gt; 7-10 HD (Medium); 11-18 HD (Large)&lt;br /&gt;&lt;br /&gt;A basilisk is a reptilian monster that stuns living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds. The stunning effect lasts long enough for the basilisk to devour its prey whole. Small treasure and items are excreted near its lair.&lt;br /&gt;&lt;br /&gt;Basilisks are very territorial and only coexist with other Basilisks to mate.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Combat&lt;/strong&gt;&lt;br /&gt;A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Petrifying Gaze&lt;/strong&gt; (&lt;em&gt;SU: Charm 4/Gen 4&lt;/em&gt;)&lt;br /&gt;Strong Daze effect, range 30 feet, duration 1 hour; Fortitude DC 14 partial. The save DC is Charisma-based.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Natural Camouflage&lt;/strong&gt;&lt;br /&gt;The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Sneak checks in natural settings.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-113830716412276456?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/113830716412276456/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=113830716412276456' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113830716412276456'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113830716412276456'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/01/monster-redesign-basilisk.html' title='Monster Redesign: The Basilisk'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-113802946752688239</id><published>2006-01-23T10:07:00.000-05:00</published><updated>2007-02-15T14:26:36.033-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Advantage'/><category scheme='http://www.blogger.com/atom/ns#' term='Cover'/><category scheme='http://www.blogger.com/atom/ns#' term='Concealment'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>KISS</title><content type='html'>The constant effort to simplify and speed up combat (while keeping it interesting) continues...&lt;br /&gt;&lt;br /&gt;The wargaming/battlemap roots of D&amp;D introduced several concepts that may have outlived their usefulness. Everyone is so concerned about being in this specific position to get a flanking bonus, while keeping this person three spaces away to maximize this feat, etc. - it's too much to worry about.&lt;br /&gt;&lt;br /&gt;This really was made evident recently when discussing rules from Mutants and Masterminds, second edition. The guys running the game (Two GMs) are having trouble dealing with super-speedsters (really, any super movement) because the character can go on and off map at will, especially with move-by attack.&lt;br /&gt;&lt;br /&gt;The thing to keep in mind with M&amp;amp;M (and other games) is that movement doesn't have to be tactical for everyone. Slow characters may need the board, but fast ones are more conceptual than tactical. A lot of the problems they're having could be solved creatively, such as an opponent taking a readied action or having a rival super-speeder who can walk up and attack just as easily as the counterpart.&lt;br /&gt;&lt;br /&gt;This gets to specific combat modifiers. These can go overboard, with tables and tables of modifiers. Right now I have three primary sets of modifiers "outside" of a character (meaning a character may have modifiers specific to himself).&lt;br /&gt;&lt;br /&gt;Concealment, Cover, and Advantage. Concealment, obviously, is when something cannot be seen clearly. The base mechanic for concealment is a percentage chance to miss, which I loathe. It's an ad hoc mechanic thrown on to the end. The base d20 roll is a percentile (each number is 5% - duh) - so if you have a 20% miss chance for partial concealment, why not just add a +4 to the target defense? Since critical hits are tied into a degree of success mechanic, this makes that +4 very important.&lt;br /&gt;&lt;br /&gt;Here are my (current) rules for all three conditions:&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;COVER&lt;/strong&gt;&lt;br /&gt;If there is any object between your character and a source of attack, you can gain a degree of cover. There are many types of cover available: light cover, heavy cover, soft cover, and total cover.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Light cover&lt;/strong&gt; can be anything that partially obstructs you from your target, from 10% to 50%. It provides you with a +4 bonus to Defense and a +2 bonus to Reflex saves from attacks on the opposite side of the cover.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Heavy cover&lt;/strong&gt; is anything above 50% and provides you with a +8 bonus to Defense and a +4 bonus to Reflex saves from attacks on the opposite side of the cover. Heavy cover also grants the Improved Evasion ability while you’re protected, meaning that any failed saving throw only does half damage. Heavy cover also grants a +10 bonus to Sneak checks.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Soft cover&lt;/strong&gt; only applies to ranged attacks, granting a +4 bonus to defense only when any non-adjacent creature is between you and your attacker or if you are in melee combat. Precise Shot negates the penalty for soft cover.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Total Cover&lt;/strong&gt; is 100% coverage and means you cannot be attacked through the cover at all.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;CONCEALMENT&lt;/strong&gt;&lt;br /&gt;If a target is hidden or distorted, it makes attacking more difficult. Much like Cover, there are several levels of Concealment.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Light Concealment&lt;/strong&gt;, such as being behind branches or being in dim light, gives a defender a +4 bonus to Defense against ranged attacks and a +5 bonus to the Sneak skill.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Heavy Concealment&lt;/strong&gt;, such as being in smoke, fog, or darkness, gives a defender a +8 bonus to Defense against ranged attacks and a +4 bonus to Defense against melee attacks. The defender also gets a +10 bonus to the Sneak skill.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Total Concealment&lt;/strong&gt;, such as being in total darkness or invisible, makes the target even more difficult to find. If an attacker can make an opposed Perception check versus the defender’s Stealth, he may attack with a chance of success. If the concealed creature attacks or otherwise does something to announce its presence, the affected creatures gain a +20 bonus to the perception check against the concealed target on their next action. A totally concealed defender gets a +8 bonus to Defense and a +20 bonus to the Sneak skill.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;ADVANTAGE&lt;/strong&gt;&lt;br /&gt;There are several miscellaneous modifiers that affect combat checks.&lt;br /&gt;&lt;br /&gt;The &lt;strong&gt;Outnumbered&lt;/strong&gt; advantage means when a character is trying to fend off more than one attacker. Attackers get a +2 bonus to hit when fighting an outnumbered opponent.&lt;br /&gt;&lt;br /&gt;The &lt;strong&gt;Unaware&lt;/strong&gt; advantage means the character does not know an attack is coming. An unaware character is considered flat-footed against the unknown threat until an attack is made or the threat is realized.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Higher Ground&lt;/strong&gt;, such as being mounted or standing above a prone adversary, provides a +2 bonus to attack and a +2 bonus to damage.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-113802946752688239?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/113802946752688239/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=113802946752688239' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113802946752688239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113802946752688239'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/01/kiss.html' title='KISS'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-113778622840944469</id><published>2006-01-20T14:06:00.000-05:00</published><updated>2007-02-15T14:26:52.753-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Example'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Sample Combat</title><content type='html'>I was asked to provide a sample combat, along with explanations.&lt;br /&gt;&lt;br /&gt;The situation: &lt;strong&gt;Manfred&lt;/strong&gt; [Human Man at Arms 5] is riding his light warhorse, &lt;strong&gt;Charger&lt;/strong&gt;, down a dark path. Waiting in ambush is &lt;strong&gt;Hoster&lt;/strong&gt; [Human Hunter 5], &lt;strong&gt;Ragnar&lt;/strong&gt; [Human Raider 5], and &lt;strong&gt;Roberto&lt;/strong&gt; [Human Rogue 5]. The highwaymen know a knight should be coming through here, but not when.&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Determine Awareness&lt;/strong&gt;&lt;br /&gt;All three ambushers roll Sneak (for Manfred's opposed roll) to remain quiet and Perception (to sense Manfred's approach). Manfred rolls Perception to sense the ambush.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster: 20 +6 Sneak +5 light concealment = 31; Aware: 18 +7 Perception = 25&lt;br /&gt;Ragnar: 15 +6 Sneak +5 light concealment = 26; Aware: 17 +6 Perception = 23&lt;br /&gt;Roberto: 2 +8 Sneak +5 light concealment = 15; Aware: 8 + 6 Perception = 14&lt;br /&gt;Manfred: 15 + 6 Perception = 21&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Outcome:&lt;/strong&gt; Hoster and Ragnar immediately spot the armored knight trotting up on his horse. Roberto didn't notice the armored knight coming and stepped on a twig, alerting Manfred to danger. Since Manfred made a major success (5+) against Roberto (Perception 21 vs Stealth 15), he immediately knows something is up. Roberto is the only one surprised. Everyone rolls initiative.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster 21 (+2 Dexterity, +5 Quick to Arms class ability)&lt;br /&gt;Manfred 19 (+1 Dexterity)&lt;br /&gt;Ragnar 18 (+2 Dexterity, +2 Initiative class ability)&lt;br /&gt;Roberto 16 (+2 Dexterity, +4 Improved Initiative)&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Surprise Round&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hoster&lt;/strong&gt; curses Roberto under his breath and lets loose an arrow at Manfred. Manfred has yet to act in the surprise round, so he is still considered flat-footed &lt;em&gt;[Defense 10]&lt;/em&gt;. Hoster declares a &lt;strong&gt;Called Shot to Weak Point&lt;/strong&gt;. He looses an arrow at Manfred and rolls a 15 with his longbow attack for a total of 23, hitting Manfred &lt;em&gt;[Flat Footed Defense 10 + 8 for Called Shot = 18]&lt;/em&gt;. Manfred's Armor provides only 1/2 protection versus the attack. Hoster rolls 1d8 and gets a 6, adding 1 for a Point Blank Shot, for a total of 7. Manfred's armor only absorbs 4 points of this, so he takes 3 points of damage.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Manfred&lt;/strong&gt; realizes that the rogue with his pants down is not alone and draws his sword and shield as a move action. Since this is the surprise round, he can only make a move or standard action. He now has his full defense bonus (21) against all attacks. He guides Charger forward as a free action, advancing towards the rogue in the brush.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ragnar&lt;/strong&gt; wildly runs out of cover brandishing his battleaxe. &lt;strong&gt;Roberto&lt;/strong&gt; is unaware and remains flat-footed until his action next round.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster: 30/30 wounds&lt;br /&gt;Manfred: 28/31 wounds&lt;br /&gt;Charger: 55/55 wounds&lt;br /&gt;Ragnar: 30/30 wounds&lt;br /&gt;Roberto: 25/25 wounds&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Round 1&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hoster&lt;/strong&gt; readies an action, waiting for an opening in Manfred's defense. &lt;strong&gt;Manfred&lt;/strong&gt; sees Ragnar and slices downward with his warsword. He rolls a 2, for a total of 12 (+8 attack with warsword, +2 for advantage - mounted), not enough to strike the wily raider. Manfred makes a Ride check (DC15) to attempt to get Charger to attack, but rolls only a 2 (total of 8).&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ragnar&lt;/strong&gt; strikes the mounted warrior with his trust battle axe, rolling a 4 (for a total of 9), missing the heavily armored knight. &lt;strong&gt;Roberto&lt;/strong&gt; fumbles with his weapon and moves to the other side of Manfred to attack. He rolls a 12 (total of 19, +5 attack, +2 flank) but cannot get past the knight's shield.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster: 30/30 wounds&lt;br /&gt;Manfred: 28/31 wounds&lt;br /&gt;Charger 55/55 wounds&lt;br /&gt;Ragnar: 30/30 wounds&lt;br /&gt;Roberto: 25/25 wounds&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Round 2&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hoster's &lt;/strong&gt;readied action never triggered, so he continues to wait for an opening. &lt;strong&gt;Manfred&lt;/strong&gt; slices down at the Raider once again, rolling an 11 (total of 21 against a defense of 18) and connecting. The warsword does 2d6 (3,3) damage along with Manfred's strength bonus (+2), a total of 8 wounds. Ragnar's Ringmail absorbs 4 points of it, and 4 points bleed through. Manfred makes his ride check (19 for a total of 25) and &lt;strong&gt;Charger&lt;/strong&gt; enters the fray, but misses with both hoof attacks against Ragnar and the bite against Roberto.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ragnar&lt;/strong&gt; grits his teeth and uses his &lt;strong&gt;Ferocious Attack&lt;/strong&gt; ability for the day. It grants him +2 to attack and damage while penalizing him -2 to defense. He rolls an 11 (+7 battleaxe, +2 ferocious attack, +2 flank) for a total of 22, barely hitting Manfred. He rolls an 8 for damage (+2 strength +2 weapon specialization +2 ferocious attack) for 14 points of damage. Manfred subtracts 9 (8 AR +1 Armor Compatibility) and takes 5 wounds. This doesn't exceed his toughness score (7) so he's OK still.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Roberto&lt;/strong&gt; decides to do a &lt;strong&gt;Called Shot to Vitals&lt;/strong&gt; against the horse. The normal penalty for this is -8, but Roberto's &lt;strong&gt;Sneak Attack &lt;/strong&gt;reduces this to a -6. Roberto rolls an 12 for a total of 17. The mount's normal defense is 11, so this is a hit! A called shot to vitals does maximum damage and reduces the target's toughness by 2 for the blow. The horse takes 7 points of damage (-1 for padded armor) and its toughness is reduced to +10. This is not enough to stun the horse.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster: 30/30 wounds&lt;br /&gt;Manfred: 23/31 wounds&lt;br /&gt;Charger 49/55 wounds&lt;br /&gt;Ragnar: 26/30 wounds&lt;br /&gt;Roberto: 25/25 wounds&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Round 3&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hoster&lt;/strong&gt; clearly sees the opening he wants is not coming, so he changes tactics and aims at the horse. He fires an arrow at Charger, declaring a called shot for vitals. He rolls a 19, for a total of 28. The target defense is 23 (Base 11 +4 soft cover +8 called shot), a hit! Hoster rolls a 6, for a total of 7 (point blank shot), doing 6 more wounds to the horse.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Manfred&lt;/strong&gt; slices at Ragnar again, rolling a 6 (total of 16), barely hitting the raider because of his defense penalty (18 -2 for ferocious attack). He rolls 11 on the damage dice this time, for a total of 13. Subtracting the Ringmail (AR4), Ragnar takes 9 wounds. His Toughness is only 7, so Ragnar is &lt;strong&gt;stunned&lt;/strong&gt;! He loses his Dodge bonus and can only take a move or standard action. Manfred does not make his Riding check, so Charger does not act.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ragnar&lt;/strong&gt;, stunned, tries to attack Manfred but rolls a 2 and misses. &lt;strong&gt;Roberto&lt;/strong&gt; tries to knock Manfred off his horse by initiating a trip attack. This is a touch attack (no shield bonus) and Roberto rolls a 19. Since Roberto does not have the brawl feat, he may not add his Finesse bonus to the unarmed attack. The total is 22, easily hitting the target of 13. Roberto rolls a strength check (12 +1 for strength =13) against Manfred's strength (2 +2 for strength +2 for superior position = 6). Surprisingly, Roberto dismounts the knight and sends him to the ground. Manfred takes 5 points of damage (ignoring armor) for falling off his mount and is prone.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster: 30/30 wounds&lt;br /&gt;Manfred: 18/31 wounds - PRONE&lt;br /&gt;Charger 43/55 wounds&lt;br /&gt;Ragnar: 18/30 wounds - STUNNED&lt;br /&gt;Roberto: 25/25 wounds&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Round 4&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hoster&lt;/strong&gt; sees his chance and fires at the prone knight. While the knight gets a +4 bonus to defense for being prone and +4 for soft cover, he is otherwise flat-footed. He declares to bypass armor (+8) and fires. He rolls a 14 (+8 attack +1 point blank) for a total of 23, 5 more than his target of 18. He rolls 7 on the die, for 8 points of damage - 4 of which slips through to wound Manfred.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Manfred&lt;/strong&gt; stands up as a move action and slices at Roberto. He declares &lt;strong&gt;Called Shot to Bypass Armor&lt;/strong&gt; (increase defense by AR x2) and rolls an 11 (+8 attack) for a total of 19, just matching Roberto's modified defense of 19 (13 + AR3 x2). Manfred rolls 12 on the dice, for a total of 14! Since armor was bypassed, Roberto takes all of this damage. What's worse is that this exceeded Roberto's Toughness more than twice (toughness 6) so Roberto is &lt;strong&gt;Seriously Injured&lt;/strong&gt;. He is stunned and takes 1 wound per round of activity until he has been healed.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ragnar&lt;/strong&gt; recovers from being stunned and attacks Manfred. He rolls a 12 (+7 attack, +2 flank) for a total of 21, just enough to hit. He does 11 damage, doing 2 more wounds to Manfred.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Roberto&lt;/strong&gt;, injured and desperate, attempts to grapple the bigger man. He makes a &lt;strong&gt;touch melee attack&lt;/strong&gt; and rolls an 11 for a total of 16 (+3 attack, +2 flank), just enough to initiate. Roberto and Manfred now make an opposed grapple check. Manfred gets a +7 bonus while Roberto only has a +4. Roberto rolls a 9, for a total of 13, while Manfred rolls a 17, for a total of 24. Manfred shrugs off the smaller man. Since Roberto was active this round, he takes a wound from his serious injury.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster: 30/30 wounds&lt;br /&gt;Manfred: 12/31 wounds&lt;br /&gt;Charger 43/55 wounds&lt;br /&gt;Ragnar: 18/30 wounds&lt;br /&gt;Roberto: 10/25 wounds - STUNNED, 1 SERIOUS INJURY&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Round 5&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hoster&lt;/strong&gt; abandons his bow and moves forward, drawing his shortsword as he charges the knight. He rolls a 19 (+5 attack +2 charge +2 flank) for a total of 28, beating the Manfred's Defense by 7. This normally would not be enough for a critical, but a short sword has an improved threat range (+1) of 7. It's a critical hit and Hoster rolls 8 on two dice for a total of 10 damage. The armor absorbs most of it, but some gets through.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Manfred&lt;/strong&gt; improves his defense by 3 with combat expertise and attacks the stunned rogue in an attempt to finish him off. He declares a called shot to vitals (-8) and rolls a 15 (+8 attack -8 called shot -3 combat expertise) for a total of 12, hitting the defenseless rogue (defense 10 stunned). The attack does maximum damage (14) and reduces Roberto's toughness by 2 (6-2 = 4). Roberto takes an additional serious wound and is at -4 hit points. Roberto's wounds (-4) equal is current negative toughness, so he passes out.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ragnar&lt;/strong&gt; attacks the knight and rolls a 16 (+7 axe +2 flank) for a total of 23. Normally this would hit, but Manfred's increased defense is 24 with Combat Expertise.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Roberto&lt;/strong&gt; is considered active this round because he was in combat, so he suffers 2 additional wounds for his serious injuries. Next round he will be considered inactive and will only take wounds every minute.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster: 30/30 wounds&lt;br /&gt;Manfred: 11/31 wounds&lt;br /&gt;Charger 43/55 wounds&lt;br /&gt;Ragnar: 18/30 wounds&lt;br /&gt;Roberto: -6/25 wounds - DISABLED, 2 SERIOUS INJURIES&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Round 6&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hoster &lt;/strong&gt;realizes his sword is not strong enough to pierce Manfred's armor, so he initiates a grapple and rolls an 18 to hit (+5 attack +2 flank) for a 25. Manfred's defense is only a 16 against this, without his shield counting. They make an opposed grapple check, but again Manfred throws his attacker off. (Hoster 15+1 vs Manfred 20+2)&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Manfred&lt;/strong&gt; maintains his Combat Expertise at +3 and strikes Ragnar. He rolls a 13 (+8 attack -3 combat expertise) for a total of 18, just enough to hit. He does 7 points of damage (3 after armor) to Ragnar.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ragnar&lt;/strong&gt;, at this point, has had enough and makes a withdraw action - running at full speed in the opposite direction.&lt;br /&gt;&lt;blockquote&gt;Hoster: 30/30 wounds&lt;br /&gt;Manfred: 11/31 wounds&lt;br /&gt;Charger 43/55 wounds&lt;br /&gt;Ragnar: 15/30 wounds&lt;br /&gt;Roberto: -6/25 wounds - DISABLED, 2 SERIOUS INJURIES&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Round 7&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Hoster&lt;/strong&gt; comes to the same conclusion as Ragnar and makes a withdraw of his own. He turns tail and runs into the trees.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Manfred&lt;/strong&gt; attempts a Fast Mount (Ride DC20) and rolls an 18, for a total of 24! He successfully mounts Charger with a free action and spurs her forward, drawing his lance as part of the charge. He charges Ragnar on horseback and rolls a 17 (+7 attack +2 charge) for a total of 26, 8 more than Ragnar's defense. A critical while charging does 4d8 points of damage and other modifiers are multipled by 4. Manfred rolls 17 on the dice and adds 8 for strength, totally 25. Subtracting Ragnar's ringmail (AR 4), he takes 21 points of damage. Ragnar is seriously injured and rapidly dying.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ragnar&lt;/strong&gt; takes an additional point of damage for the serious injury, is completely disabled and bleeding on the ground.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Hoster: 30/30 wounds&lt;br /&gt;Manfred: 11/31 wounds&lt;br /&gt;Charger 43/55 wounds&lt;br /&gt;Ragnar: -7/30 wounds - DISABLED, 1 SERIOUS INJURY&lt;br /&gt;Roberto: -6/25 wounds - DISABLED, 2 SERIOUS INJURIES&lt;/blockquote&gt;&lt;br /&gt;&lt;hr /&gt;&lt;br /&gt;&lt;strong&gt;Aftermath&lt;/strong&gt;&lt;br /&gt;Manfred dispatched Ragnar and Roberto, but lost Hoster in the forest. Manfred ended the combat with 12 wounds left (out of 31), Hoster was unhurt (30/30), while Roberto and Ragnar died. There are a few things I liked and a few I disliked. The heavy armor (while rare) is very, very effective in combat as are shields. I think,perhaps, there should be some armor modifiers for critical hits and perhaps a lessened impact of shields.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-113778622840944469?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/113778622840944469/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=113778622840944469' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113778622840944469'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113778622840944469'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/01/sample-combat.html' title='Sample Combat'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-114169510751279000</id><published>2006-01-16T23:59:00.001-05:00</published><updated>2008-07-08T08:39:27.375-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Gaming'/><category scheme='http://www.blogger.com/atom/ns#' term='Credits'/><title type='text'>Gaming Credits</title><content type='html'>This is a list of my gaming credits of all kinds.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;RPG&lt;/strong&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;World of Esaene 4E - &lt;a href="http://www.bayonetgames.com/"&gt;BayonetGames&lt;/a&gt;, &lt;strong&gt;lead designer and writer (ongoing)&lt;/strong&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.rpgnow.com/product_info.php?products_id=5721&amp;amp;"&gt;A Touch of Evil: Antagonists in your Campaign volume 2: Hobgoblins&lt;/a&gt; - &lt;a href="http://www.realitydeviants.net/"&gt;Reality Deviants&lt;/a&gt;, &lt;strong&gt;Writer&lt;/strong&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.enworld.org/shop/index.php?productsid=1299&amp;amp;source=Release%20News"&gt;Monsters of Twilight: Curse Monsters&lt;/a&gt; - &lt;a href="http://www.silven.com/"&gt;Silven Publishing&lt;/a&gt;, &lt;strong&gt;Writer&lt;/strong&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.greenronin.com/phpBB2/viewtopic.php?t=6700"&gt;Worlds of Adventure&lt;/a&gt;, Blood Throne setting - &lt;a href="http://www.greenronin.com/"&gt;Green Ronin&lt;/a&gt; (&lt;a href="http://www.realitydeviants.net/"&gt;Reality Deviants&lt;/a&gt;), &lt;strong&gt;Development, Co-writer, Editor&lt;/strong&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.rpgnow.com/product_info.php?products_id=5413&amp;amp;"&gt;Monsters of Illusion&lt;/a&gt; - &lt;a href="http://www.realitydeviants.net/"&gt;Reality Deviants&lt;/a&gt;, &lt;strong&gt;Editor&lt;/strong&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.rpgnow.com/product_info.php?products_id=6027&amp;amp;"&gt;Flame of the Sea&lt;/a&gt; - &lt;a href="http://www.realitydeviants.net/"&gt;Reality Deviants&lt;/a&gt;, &lt;strong&gt;Editor&lt;/strong&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.rpgnow.com/product_info.php?products_id=6139&amp;amp;"&gt;Beyond Modern: The Paranormal Investigator&lt;/a&gt; - &lt;a href="http://www.realitydeviants.net/"&gt;Reality Deviants&lt;/a&gt;, &lt;strong&gt;Editor&lt;/strong&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.rpgnow.com/product_info.php?products_id=6765&amp;amp;"&gt;A Touch of Evil: Antagonists in your Campaign volume 3: Gnolls&lt;/a&gt; - &lt;a href="http://www.realitydeviants.net/"&gt;Reality Deviants&lt;/a&gt;, &lt;strong&gt;Editor&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;strong&gt;Reviews&lt;/strong&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.wargamer.com/reviews/city_of_villains/"&gt;City of Villains&lt;/a&gt; - &lt;a href="http://www.wargamer.com/"&gt;Wargamer.com&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.wargamer.com/reviews/kosumi/"&gt;Kosumi&lt;/a&gt;- &lt;a href="http://www.wargamer.com/"&gt;Wargamer.com&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.wargamer.com/reviews/dungeonsdragons_online_preview/"&gt;D&amp;amp;D Online Preview&lt;/a&gt;- &lt;a href="http://www.wargamer.com/"&gt;Wargamer.com&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;a href="http://www.wargamer.com/reviews/stronghold_legends_preview/"&gt;Stronghold: Legends Preview&lt;/a&gt; - &lt;a href="http://www.wargamer.com/"&gt;Wargamer.com&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-114169510751279000?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/114169510751279000/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=114169510751279000' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114169510751279000'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/114169510751279000'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/01/gaming-credits.html' title='Gaming Credits'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-113746754762817642</id><published>2006-01-16T21:46:00.000-05:00</published><updated>2007-02-15T14:27:53.339-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Combat'/><category scheme='http://www.blogger.com/atom/ns#' term='Goals'/><category scheme='http://www.blogger.com/atom/ns#' term='System'/><title type='text'>Combat Goals - To Save or Not To Save</title><content type='html'>The basic idea of combat in E2E is for it to be streamlined and dangerous, but not have player characters dropping dead like flies. The Shock mechanic from A Game of Thrones is nice - basically damage exceeding the shock value (1/2 constitution) has further effects on the character - serious injuries (bleeding wounds) or what have you. The basic mechanic is nice and is one I've been experimenting with.&lt;br /&gt;&lt;br /&gt;The problem is you can't track too many effects or combat slows down to a crawl. The question is whether or not to implement a save mechanic (Fortitude) to resist a multitude of effects or just have effects kick in at certain levels. For example:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Method 1 (Save Mechanic)&lt;/strong&gt;&lt;br /&gt;If damage &gt; toughness, Fortitude DC 12 + damage - toughness (in other words, 12 + the excess damage). I implemented the original mechanic similar to how charms work in magic. Basically the save is against a moderate daze effect (Stun). A successful save reduces this to dazed. Succeeding by 5 or more eliminates the effect. Failing by 10 or more will increase the effect to staggered. 15 or more is an instant kill.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Method 2 (Magnitude Mechanic)&lt;/strong&gt;&lt;br /&gt;If damage &gt; toughness, the target is stunned (if the damage is nonlethal, he is dazed). If damage &gt; toughness x2, the target is staggered. I suppose toughness x3 could be death, if necessary.&lt;br /&gt;&lt;br /&gt;The problem here is that it takes some of the control away from the player - no save, which is like a safety harness. The ability to roll a die gives a feeling of power, whether it is justified or not. The save mechanic is comprehensive, but at the expense of time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-113746754762817642?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/113746754762817642/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=113746754762817642' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113746754762817642'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113746754762817642'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/01/combat-goals-to-save-or-not-to-save.html' title='Combat Goals - To Save or Not To Save'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-113742927868164709</id><published>2006-01-16T11:11:00.000-05:00</published><updated>2007-02-15T14:28:20.144-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='OGL'/><title type='text'>Basic Design</title><content type='html'>I've bought and examined many different game systems and compiled them into one composite for Esaene (E2E).&lt;br /&gt;&lt;br /&gt;Here's the current copyright notice that I'm including in the OGL statement:&lt;br /&gt;&lt;strong&gt;Open Game License v 1.0a&lt;/strong&gt; Copyright 2000, Wizards of the Coast, Inc.&lt;br /&gt;&lt;strong&gt;System Reference Document&lt;/strong&gt; Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;&lt;strong&gt;Modern System Reference Document&lt;/strong&gt;, Copyright 2002–2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.&lt;br /&gt;&lt;strong&gt;Elements of Magic: Mythic Earth&lt;/strong&gt;, Copyright 2005, EN Publishing&lt;br /&gt;&lt;strong&gt;Elements of Magic: Lyceian Arcana&lt;/strong&gt;, Copyright 2004, EN Publishing&lt;br /&gt;&lt;strong&gt;Elements of Magic, Revised Edition&lt;/strong&gt;, Copyright 2004, EN Publishing&lt;br /&gt;&lt;strong&gt;Monte Cook’s Arcana Unearthed&lt;/strong&gt;, Copyright 2003, Monte J. Cook&lt;br /&gt;&lt;strong&gt;A Game of Thrones RPG&lt;/strong&gt;, Copyright 2005, Guardians Of Order, Inc.&lt;br /&gt;&lt;strong&gt;Spycraft&lt;/strong&gt;, Copyright 2002, Alderac Entertainment Group&lt;br /&gt;&lt;strong&gt;Mutants &amp; Masterminds, Second Edition&lt;/strong&gt;, Copyright 2005, Green Ronin Publishing; Author Steve Kenson&lt;br /&gt;&lt;strong&gt;A Magical Medieval Society: Western Europe&lt;/strong&gt;, Copyright 2003, Expeditious Retreat Press; authors Suzi Yee and Joseph Browning.&lt;br /&gt;&lt;br /&gt;I may include more as I write more. Basically, I'm taking a lot of the character creation and combat mechanics from AGOT and AU, using EOM as the core for magic (with some AU concepts), taking a lot of mechanics from Spycraft and M&amp;amp;M and using the Expeditious Retreat stuff as a good level set for economics and content structure - like designing cities, etc.&lt;br /&gt;&lt;br /&gt;I've written a lot and it's currently undergoing many revisions, rewrites, and general error proofing.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-113742927868164709?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/113742927868164709/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=113742927868164709' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113742927868164709'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113742927868164709'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/01/basic-design.html' title='Basic Design'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-21052960.post-113742677043011004</id><published>2006-01-16T10:52:00.000-05:00</published><updated>2007-02-15T14:28:47.881-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Esaene'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Design Blog</title><content type='html'>I've started this blog to keep track of the various design changes as Esaene 2nd edition is in development. I'll post more information when I get a chance.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/21052960-113742677043011004?l=esaene.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://esaene.blogspot.com/feeds/113742677043011004/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=21052960&amp;postID=113742677043011004' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113742677043011004'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/21052960/posts/default/113742677043011004'/><link rel='alternate' type='text/html' href='http://esaene.blogspot.com/2006/01/design-blog.html' title='Design Blog'/><author><name>Chris</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://photos1.blogger.com/blogger/1337/1812/320/avatar.jpg'/></author><thr:total>0</thr:total></entry></feed>
