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[4e] OSR Clone
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<blockquote data-quote="GreyLord" data-source="post: 7609758" data-attributes="member: 4348"><p>Okay, first release of what I've done thus far. Copy and pasting from word (which in turn was copied from notebook paper I worked on first)...this is what I have thus far.</p><p></p><p>The Powers System is used as a Combat Action System. Instead of at will Powers characters will have At-Will Actions, Encounter Actions, Daily Actions and Other Actions (rather than Utility). </p><p></p><p>The Basic combat roll in the Combat Actions system is to roll a D20 Higher than a target number (Called a Difficulty Factor).</p><p>Ability Scores – Ability Scores range from a low of 1 on up. Characters generally will have an ability score that is between 3 and 18 when they start before any other modifiers are added.</p><p></p><p>Ability Scores have the general Modifiers…</p><p></p><p>Ability Score Modifier </p><p>1 -5 </p><p>2-3 -4 </p><p>4-5 -3</p><p>6-7 -2</p><p>8-9 -1</p><p>10-11 0</p><p>12-13 +1</p><p>14-15 +2</p><p>16-17 +3</p><p>18-19 +4</p><p>20-21 +5</p><p>22-23 +6</p><p>24-25 +7</p><p></p><p>For scores over 10, basically take the score, subtract 10 and divide by 2 and round down to get the modifier.</p><p>For example, if I had a Score of 29, I would first subtract 10 (29-10) which would result in 19. I then would divide 19 by 2 (19/2) which would give me a 9.5 modifier. I then round down to get a total of a 9 modifier.</p><p></p><p>Generating Ability Scores</p><p></p><p>There are 6 ability scores. Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. These are different methods of generating a number for each ability score.</p><p></p><p>Method 1 – The Basic method of generating ability scores is to roll 4d6 and total the amount of the three highest results. This will give the character a result between 3 and 18.</p><p></p><p>Method 2 – For those who want a High Powered campaign, to get higher ability scores roll 5d6 and total the amount of the three highest results. This also should give a character a result between 3 and 18, but the average ability score will be higher.</p><p></p><p>Method 3 – Utilizing a Point buy system. Every Character starts with ability scores of 10 in every Ability. They then can increase each score by buying points to add in them. Each additional point costs an amount. Average characters will start with 25 points with which to increase their ability scores. The costs are as follows…</p><p></p><p>1 point for every increase between 11-13</p><p>2 points for every increase between 14-16</p><p>3 points to increase an ability score from 16 to 17</p><p>4 points to increase an ability score from 17 to 18.</p><p></p><p>This would mean that if I had a character that I wanted to increase their Strength from 10 to 13, it would cost me 3 points from my total (so if using 25 point buy, I would then have 22 points left).</p><p></p><p>If I then wanted to increase my Dexterity from 10 to 16 I would spend a total of 9 points which would leave me with (22-9) 11 points left.</p><p></p><p>If I then wanted to raise my Constitution from 10 to 17 (a total of 12 points) I would be unable to do so, as I do not have enough points left.</p><p></p><p>If I had a NEW character (and used a 28 point buy) and wanted to raise my Intelligence from 10 to 17 I would spend 12 points to do so. This would leave me with 16 points left.</p><p></p><p>If, then after that I wished to raise my Charisma from 10 to 18 I could do so (costing the rest of my 16 points) and have 0 points left over.</p><p></p><p>25 points is the standard point buy to build and create characters. For those who want a lower powered campaign, use 20 points or less in creating character ability scores.</p><p></p><p>For those who want a Higher powered game use 28 points, and those who want a mythically leveled type game use 32 point buy.</p><p></p><p></p><p>Method 4 – Similar to Method 3, it is a point buy, but one can also increase one ability score in order to gain more points to spend on another ability score. For every point they reduce their ability score below 10, they gain 1 point.</p><p></p><p>Thus, if I used a 0 point buy system (so all my scores started at 10) and then decreased my Intelligence by 4 points (down to 6), my Wisdom down by 3 points (down to 7) I would then have a total of 7 points to increase other ability scores with. With 7 Points then I could, using the point system in Method 3, raise up one ability to 14 (costing me 5 points) and then raise another ability score up to 12 (costing me the remaing 2 points.</p><p></p><p> If I decided I made a mistake, I also pay 1 point to raise each score up (so you cannot gain more points by constantly reducing or raising the ability scores). </p><p></p><p>Method 5 – A standard Array or you have a set of numbers already chosen and you arrange them to your abilities as you desire.</p><p>The General Array suggested is for everyone to use the following…</p><p></p><p>16, 14, 13, 12, 11, 10</p><p></p><p>However, if players want more of a choice of arrays to choose from they can utilize the following…</p><p></p><p>Average Array</p><p></p><p>16, 14, 14, 11, 10</p><p></p><p>Focused Array</p><p></p><p>18, 14, 11, 10, 10, 8</p><p></p><p>Double Focused Array</p><p></p><p>16, 16, 12, 11, 11, 8</p><p></p><p>Method 6 – This is for low powered campaigns and is similar to Methods 1 and 2. In this you roll 3d6 for each score and arrange to taste.</p><p></p><p>For Ability scores, for an average character if you have a character that ends up having less than a total for their modifiers of +4 or less, they may be underpowered and the GM should encourage a Player to create a new character. If the modifiers total more than +8 the GM should suggest that the character might be too strong for the campaign and encourage another character to be made.</p><p></p><p>For Low Powered Campaigns (for example, Method 6, or 20 point buy or less) there is no minimum modifier bonus that Player Characters should have. It could be +3 or even a 0 modifier bonus or even less (negative bonus). However, if a character has a negative bonus total for their modifier bonus a wise GM probably would encourage the Player to create a new character.</p><p></p><p>For High powered Campaigns (for example Method 2 or a 28 point buy or more) a modifier total higher than +8 is acceptable. Characters that have modifiers of +18 total or more for their modifier bonus probably should be encouraged by the GM that the character may be overpowering and it may be more enjoyable for the player and others if the player made another character without such high modifiers...UNLESS…of course this is the type of campaign the GM had in mind (for example, the GM gives an extraordinarily high point buy).</p><p></p><p>If anyone knows of a common document that could be used as a reference for all that is accessible to all, or how one could do that with Google Docs...that could turn up useful later on.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 7609758, member: 4348"] Okay, first release of what I've done thus far. Copy and pasting from word (which in turn was copied from notebook paper I worked on first)...this is what I have thus far. The Powers System is used as a Combat Action System. Instead of at will Powers characters will have At-Will Actions, Encounter Actions, Daily Actions and Other Actions (rather than Utility). The Basic combat roll in the Combat Actions system is to roll a D20 Higher than a target number (Called a Difficulty Factor). Ability Scores – Ability Scores range from a low of 1 on up. Characters generally will have an ability score that is between 3 and 18 when they start before any other modifiers are added. Ability Scores have the general Modifiers… Ability Score Modifier 1 -5 2-3 -4 4-5 -3 6-7 -2 8-9 -1 10-11 0 12-13 +1 14-15 +2 16-17 +3 18-19 +4 20-21 +5 22-23 +6 24-25 +7 For scores over 10, basically take the score, subtract 10 and divide by 2 and round down to get the modifier. For example, if I had a Score of 29, I would first subtract 10 (29-10) which would result in 19. I then would divide 19 by 2 (19/2) which would give me a 9.5 modifier. I then round down to get a total of a 9 modifier. Generating Ability Scores There are 6 ability scores. Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. These are different methods of generating a number for each ability score. Method 1 – The Basic method of generating ability scores is to roll 4d6 and total the amount of the three highest results. This will give the character a result between 3 and 18. Method 2 – For those who want a High Powered campaign, to get higher ability scores roll 5d6 and total the amount of the three highest results. This also should give a character a result between 3 and 18, but the average ability score will be higher. Method 3 – Utilizing a Point buy system. Every Character starts with ability scores of 10 in every Ability. They then can increase each score by buying points to add in them. Each additional point costs an amount. Average characters will start with 25 points with which to increase their ability scores. The costs are as follows… 1 point for every increase between 11-13 2 points for every increase between 14-16 3 points to increase an ability score from 16 to 17 4 points to increase an ability score from 17 to 18. This would mean that if I had a character that I wanted to increase their Strength from 10 to 13, it would cost me 3 points from my total (so if using 25 point buy, I would then have 22 points left). If I then wanted to increase my Dexterity from 10 to 16 I would spend a total of 9 points which would leave me with (22-9) 11 points left. If I then wanted to raise my Constitution from 10 to 17 (a total of 12 points) I would be unable to do so, as I do not have enough points left. If I had a NEW character (and used a 28 point buy) and wanted to raise my Intelligence from 10 to 17 I would spend 12 points to do so. This would leave me with 16 points left. If, then after that I wished to raise my Charisma from 10 to 18 I could do so (costing the rest of my 16 points) and have 0 points left over. 25 points is the standard point buy to build and create characters. For those who want a lower powered campaign, use 20 points or less in creating character ability scores. For those who want a Higher powered game use 28 points, and those who want a mythically leveled type game use 32 point buy. Method 4 – Similar to Method 3, it is a point buy, but one can also increase one ability score in order to gain more points to spend on another ability score. For every point they reduce their ability score below 10, they gain 1 point. Thus, if I used a 0 point buy system (so all my scores started at 10) and then decreased my Intelligence by 4 points (down to 6), my Wisdom down by 3 points (down to 7) I would then have a total of 7 points to increase other ability scores with. With 7 Points then I could, using the point system in Method 3, raise up one ability to 14 (costing me 5 points) and then raise another ability score up to 12 (costing me the remaing 2 points. If I decided I made a mistake, I also pay 1 point to raise each score up (so you cannot gain more points by constantly reducing or raising the ability scores). Method 5 – A standard Array or you have a set of numbers already chosen and you arrange them to your abilities as you desire. The General Array suggested is for everyone to use the following… 16, 14, 13, 12, 11, 10 However, if players want more of a choice of arrays to choose from they can utilize the following… Average Array 16, 14, 14, 11, 10 Focused Array 18, 14, 11, 10, 10, 8 Double Focused Array 16, 16, 12, 11, 11, 8 Method 6 – This is for low powered campaigns and is similar to Methods 1 and 2. In this you roll 3d6 for each score and arrange to taste. For Ability scores, for an average character if you have a character that ends up having less than a total for their modifiers of +4 or less, they may be underpowered and the GM should encourage a Player to create a new character. If the modifiers total more than +8 the GM should suggest that the character might be too strong for the campaign and encourage another character to be made. For Low Powered Campaigns (for example, Method 6, or 20 point buy or less) there is no minimum modifier bonus that Player Characters should have. It could be +3 or even a 0 modifier bonus or even less (negative bonus). However, if a character has a negative bonus total for their modifier bonus a wise GM probably would encourage the Player to create a new character. For High powered Campaigns (for example Method 2 or a 28 point buy or more) a modifier total higher than +8 is acceptable. Characters that have modifiers of +18 total or more for their modifier bonus probably should be encouraged by the GM that the character may be overpowering and it may be more enjoyable for the player and others if the player made another character without such high modifiers...UNLESS…of course this is the type of campaign the GM had in mind (for example, the GM gives an extraordinarily high point buy). If anyone knows of a common document that could be used as a reference for all that is accessible to all, or how one could do that with Google Docs...that could turn up useful later on. [/QUOTE]
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