GreyLord
Legend
Others have had the idea that 4e could be cloned via the OGL. There are many similarities between 4e and the OGL. I thought why the heck not!?
However, such an undertaking is waaaaay to big for me and way beyond the scope of anything I'd do. In addition I actually have very limited time (at least until I decide to stop working on other things...such as earning money)...so obviously I need help with such an undertaking...a LOT of help.
The thing is extremely flexible, and can change completely in focus. Right now I have it sort of as a hybrid between 4e and 3e retro ideas utilizing the OGL.
Below are some of my basic ideas in relation to what it's looking like, but it can change completely as per who wants to help and the inputs that are recieved.
I'm probably (at least to start until someone else takes over) more of trying to get volunteers and oversee the effort
Some things to get started that I can see will be needed are....
Imaginative people with great ideas.
Someone who can store this stuff on a site or something
An editor who can piece everything together
Someone to type it all into a more cohesive document.
That's just to start...probably many more specific people needed as well. Some of them could be done by the same person depending on their time/resources
The following is simply an outline of ideas, much of it is direct copy and paste from the OGL.
reference from Here
SYSTEM REFERENCE DOCUMENT
and here
The Hypertext d20 SRD (v3.5 d20 System Reference Document) :: d20srd.org
current idea is simply to tweak the OGL with NON-COPYRIGHT right ideas, so NOTHING that would even hint towards breaking copy-right or trademarks of WotC.
Have considered utilizing the PRD instead of the SRD...but currently using the SRD.
Ability Scores - As per the site on Ability scores. There are several methods of generating Ability scores
Ability scores can be rolled with Four 6 sided dice, where you keep 3 of the dice that you want and drop fourth for a total somewhere between 3 and 18.
Ability scores can all start with 10 in each ability. Players then start with a 12 points that they can add to their ability scores at a 1 for 1 basis. So if they add 1 point to Dexterity, they would then have an 11 dexterity. If they add 2 points it would then be 12 Dexterity. They can only add a Maximum of 8 points to any one ability.
Players can start with the scores of 16, 14, 12, 11, 10, 8 and assign them to their abilites as desired.
Alignment and Armor Class are as per the OGL
Saving Throws are as per the OGL. Saving throw bonuses also can be added to one's armor class instead of using any other form of protection when used against certain spells or abilities.
For example, let's say a Wizard casts a Fireball at me, instead of using my armor class of 14 (10 + Chain shirt (+4, +4) with a character with no Dex Bonus, I could instead add my Reflex bonus. Let's say that that I had a REF bonus of +6, then I'd get a 16 AC. The Wizard has to roll a 16 to hit me, if he hits it's full damage.
In addition, one can add an additional +1 to their Armor class and Save bonuses every level where they also get a Feat. (on when they get feats see below).
Races -
Dwarf Gets a +2 Constitution, +2 Wisdom
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
+1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Elf - Gets a +2 Dex,+2 Wisdom
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus onSearch, An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
High Elf - Gets a +2 Dex, +2 Int
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the Longsword. +2 racial bonus onSearch, An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Halfling - Gets a +2 Dex, +2 Charisma
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
+1 racial bonus on all saving throws.
Half Elf - Gets a +2 Cons, +2 Wis
+2 racial bonus on Diplomacy and Gather Information checks.
Half - Orcs - Get a +2 DEX, +2 STR
Gain 5 temporary HP when they have lost 1/2 or more of their Hitpoints in combat
Gnome - +2 Cons, +2 Int
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
Infernal (related to creatures from the fiery Hells of other realms, their darker heritage lies far in their past) - Get a +2 Cha, +2 Int
+2 to the skills of Bluff and Stealth
Lizard Folk - +2 STR, +2 CHA
+2 Knowledge (History), +2 Intimidate
Still working on how to input the powers...but hopefully others will get involved!
Skills - Note on skills, you only get skill points at first level. Thereafter, all skill points are automatically added in at each level (or every other level, or another method?) for max points in chosen skills. Each skill gets a +6 bonus to them if the character has skill points in the chosen skill.
With skills I tried to copy already existing skills directly from the OGL. Others I made up names which should be obvious overall in order to what 4e skills they are related to.
Skills are Tumble (like Acrobatics), Spellcraft (like Arcana abilities), Sports (like being Athletic), Bluff, diplomacy, Knowledge (Dungeoneering), Willpower (how well you can Endure things), Heal, Knowlege (History), Sense Motive (How insightful you are), Intimidate, Knowledge (Nature), Search (how well you can spot or use your perception), Knowledge (Religion), Stealth (Move Silently and Hide skill merged), Knowledge (Local) (How well do you know the streets and how streetwise are you), Open Locks, Disable Device, Sleight of Hand
Classes -
As per the OGL with the following differences.
Characters get a set amount of Willpower Points. A character can use a Willpower point to effectively heal 1/4 of their current HP. These surges can be equal to the max points of the Hitdie of the character as found in the OGL.
All classes gain feats as per the fighter advancement of Feats in the OGL. Hence they get a Feat at 1st level, then at 2nd, 4th, 6th, etc.
Fighter - Save bonuses as per the OGL
HP - Max HP+ Cons at first level, then avg HP of 6 (taken from 1+10/2 rounded up) each level after
Skill points: 2
Class Skills - Sports, Diplomacy, Willpower, Heal, Intimidate
Fighters are able to choose two of the following abilities to use as they desire.
Downward Strike - Roll an attack vs. their AC to determine if you hit.
Effect - Weapon Damage + STR mod, in addition you have slowed the enemy down
Cuff - Roll an Attack vs. their AC to determine if you hit
Effect - Weapon Dmg + STR mod, in addition you have stunned them for 1 round
Magic Defense - Roll an attack vs. their Ref Save bonus + 10 to see if you hit (must use a melee weapon)
Effect - Str Mod + you disrupt any spells or magic they were casting this round, they cannot cast any more magic for the remainder of the round.

Power Stroke - Roll an attack vs. their FORT +10 to see if you hit (must use a two handed weapon)
Effect - Weapon Dmg x 2 + STR mod, and enemy can be forced back 5 feet.
Alternate to expanding powers. The damage increased here only applies to the damage done by the weapon itself and does not include STR, DEX, or any other ability modifier.
Fighters can use the following ability once per combat (rounded up) for every 3 levels they possess.
Strike them Down - Divide the total levels a Fighter has by 5. Take this result and multiply it by 2. Multiply any weapon damage done in an attack by the fighter by this amount.
For example, a fighter is using a long Sword. He is a 4th level fighter. He divides this by 5 to get 4/5. He rounds this up to 1. he multiplies 1 by 2, or 1x2 =2. He then rolls 5 damage from the longsword, with the use of this power he does 10 damage (5x2). He can use this ability twice per combat.
Example 2. A fighter is using a Long sword. He is a 15th level fighter. He divides his level by 5 to get 3. He multiplies this by 2, or 3x2 = 6. He then rolls 4 damage from the lognsword. with the use of this power he does 24 damage (6x4). He can use this ability 5 times a day.
Fighters can use the following ability ONCE PER DAY (rounded up) for every 3 levels they possess.
Annihilate the enemy - Divide the total levels a Fighter has by 4. Take the result and mulitply it by 3. Multiply any weaopn damage done in an attack by the fighter by this amount.
For example, a Fighter is using a Short sword. He is a 14th level fighter. He divides his level by 4 to get 14/4's or 4 (rounded up). He multiplies 4 by 3 to get 12 (4x=12). He rolls 3 damage. he does a total of 36 damage (3x12).
Still working on all of the other classes, plus Fighter dailies and encounters. We can make them like what the fighter has now...but need to avoid the wording or making it so similar that it can be seen as copying.
Feats - Copied and pasted the following two from the SRD, made a slight adjustment to Power Attack...things like this would be what I'd be looking at doing to recreate the Feats.
Power Attack - On your action, before making attack rolls for a round, you may choose to subtract1 from all melee attack rolls and add 1 to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Two Weapon Defense - When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack.
Monsters -
All Monsters have Max HP unless counted as Minions, in which case they count as having 1 HP.
For example...the Orc
Orc Slob (Minion)
HP: 1
AC: 13 Fort: 13 Ref: 10 Will: 8
Attack: +4 to Hit, damage 6 dmg (falchion)/ +1 to hit, 4 dmg (javelin)
Search: +1
Orc Soldier
HP: 9
AC: As minion above
Attack: +4 to Hit, damage 2d4+2 (falchion)/ +1 to hit, 1d6+3 (javelin)
Can do once per combat
+4 to hit, damage 4d4+2 (falchion) OR +2 to hit 2d6+3 (javelin)
Can do once per day
+4 to hit, damage 2d4x3+2 (falchion)
So as I said, basic ideas and framework. Didn't get to the dailies and encounters or an alternate name...though I did put down a format that might be able to work that doesn't copy what is currently in the 4e books.
Hopefully we can get many smart people to add things and build up on these ideas, as well as a central location to coalesce such ideas into a document and such.
However, such an undertaking is waaaaay to big for me and way beyond the scope of anything I'd do. In addition I actually have very limited time (at least until I decide to stop working on other things...such as earning money)...so obviously I need help with such an undertaking...a LOT of help.
The thing is extremely flexible, and can change completely in focus. Right now I have it sort of as a hybrid between 4e and 3e retro ideas utilizing the OGL.
Below are some of my basic ideas in relation to what it's looking like, but it can change completely as per who wants to help and the inputs that are recieved.
I'm probably (at least to start until someone else takes over) more of trying to get volunteers and oversee the effort
Some things to get started that I can see will be needed are....
Imaginative people with great ideas.
Someone who can store this stuff on a site or something
An editor who can piece everything together
Someone to type it all into a more cohesive document.
That's just to start...probably many more specific people needed as well. Some of them could be done by the same person depending on their time/resources
The following is simply an outline of ideas, much of it is direct copy and paste from the OGL.
reference from Here
SYSTEM REFERENCE DOCUMENT
and here
The Hypertext d20 SRD (v3.5 d20 System Reference Document) :: d20srd.org
current idea is simply to tweak the OGL with NON-COPYRIGHT right ideas, so NOTHING that would even hint towards breaking copy-right or trademarks of WotC.
Have considered utilizing the PRD instead of the SRD...but currently using the SRD.
Ability Scores - As per the site on Ability scores. There are several methods of generating Ability scores
Ability scores can be rolled with Four 6 sided dice, where you keep 3 of the dice that you want and drop fourth for a total somewhere between 3 and 18.
Ability scores can all start with 10 in each ability. Players then start with a 12 points that they can add to their ability scores at a 1 for 1 basis. So if they add 1 point to Dexterity, they would then have an 11 dexterity. If they add 2 points it would then be 12 Dexterity. They can only add a Maximum of 8 points to any one ability.
Players can start with the scores of 16, 14, 12, 11, 10, 8 and assign them to their abilites as desired.
Alignment and Armor Class are as per the OGL
Saving Throws are as per the OGL. Saving throw bonuses also can be added to one's armor class instead of using any other form of protection when used against certain spells or abilities.
For example, let's say a Wizard casts a Fireball at me, instead of using my armor class of 14 (10 + Chain shirt (+4, +4) with a character with no Dex Bonus, I could instead add my Reflex bonus. Let's say that that I had a REF bonus of +6, then I'd get a 16 AC. The Wizard has to roll a 16 to hit me, if he hits it's full damage.
In addition, one can add an additional +1 to their Armor class and Save bonuses every level where they also get a Feat. (on when they get feats see below).
Races -
Dwarf Gets a +2 Constitution, +2 Wisdom
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
+1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Elf - Gets a +2 Dex,+2 Wisdom
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus onSearch, An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
High Elf - Gets a +2 Dex, +2 Int
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the Longsword. +2 racial bonus onSearch, An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Halfling - Gets a +2 Dex, +2 Charisma
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
+1 racial bonus on all saving throws.
Half Elf - Gets a +2 Cons, +2 Wis
+2 racial bonus on Diplomacy and Gather Information checks.
Half - Orcs - Get a +2 DEX, +2 STR
Gain 5 temporary HP when they have lost 1/2 or more of their Hitpoints in combat
Gnome - +2 Cons, +2 Int
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
Infernal (related to creatures from the fiery Hells of other realms, their darker heritage lies far in their past) - Get a +2 Cha, +2 Int
+2 to the skills of Bluff and Stealth
Lizard Folk - +2 STR, +2 CHA
+2 Knowledge (History), +2 Intimidate
Still working on how to input the powers...but hopefully others will get involved!
Skills - Note on skills, you only get skill points at first level. Thereafter, all skill points are automatically added in at each level (or every other level, or another method?) for max points in chosen skills. Each skill gets a +6 bonus to them if the character has skill points in the chosen skill.
With skills I tried to copy already existing skills directly from the OGL. Others I made up names which should be obvious overall in order to what 4e skills they are related to.
Skills are Tumble (like Acrobatics), Spellcraft (like Arcana abilities), Sports (like being Athletic), Bluff, diplomacy, Knowledge (Dungeoneering), Willpower (how well you can Endure things), Heal, Knowlege (History), Sense Motive (How insightful you are), Intimidate, Knowledge (Nature), Search (how well you can spot or use your perception), Knowledge (Religion), Stealth (Move Silently and Hide skill merged), Knowledge (Local) (How well do you know the streets and how streetwise are you), Open Locks, Disable Device, Sleight of Hand
Classes -
As per the OGL with the following differences.
Characters get a set amount of Willpower Points. A character can use a Willpower point to effectively heal 1/4 of their current HP. These surges can be equal to the max points of the Hitdie of the character as found in the OGL.
All classes gain feats as per the fighter advancement of Feats in the OGL. Hence they get a Feat at 1st level, then at 2nd, 4th, 6th, etc.
Fighter - Save bonuses as per the OGL
HP - Max HP+ Cons at first level, then avg HP of 6 (taken from 1+10/2 rounded up) each level after
Skill points: 2
Class Skills - Sports, Diplomacy, Willpower, Heal, Intimidate
Fighters are able to choose two of the following abilities to use as they desire.
Downward Strike - Roll an attack vs. their AC to determine if you hit.
Effect - Weapon Damage + STR mod, in addition you have slowed the enemy down
Cuff - Roll an Attack vs. their AC to determine if you hit
Effect - Weapon Dmg + STR mod, in addition you have stunned them for 1 round
Magic Defense - Roll an attack vs. their Ref Save bonus + 10 to see if you hit (must use a melee weapon)
Effect - Str Mod + you disrupt any spells or magic they were casting this round, they cannot cast any more magic for the remainder of the round.

Power Stroke - Roll an attack vs. their FORT +10 to see if you hit (must use a two handed weapon)
Effect - Weapon Dmg x 2 + STR mod, and enemy can be forced back 5 feet.
Alternate to expanding powers. The damage increased here only applies to the damage done by the weapon itself and does not include STR, DEX, or any other ability modifier.
Fighters can use the following ability once per combat (rounded up) for every 3 levels they possess.
Strike them Down - Divide the total levels a Fighter has by 5. Take this result and multiply it by 2. Multiply any weapon damage done in an attack by the fighter by this amount.
For example, a fighter is using a long Sword. He is a 4th level fighter. He divides this by 5 to get 4/5. He rounds this up to 1. he multiplies 1 by 2, or 1x2 =2. He then rolls 5 damage from the longsword, with the use of this power he does 10 damage (5x2). He can use this ability twice per combat.
Example 2. A fighter is using a Long sword. He is a 15th level fighter. He divides his level by 5 to get 3. He multiplies this by 2, or 3x2 = 6. He then rolls 4 damage from the lognsword. with the use of this power he does 24 damage (6x4). He can use this ability 5 times a day.
Fighters can use the following ability ONCE PER DAY (rounded up) for every 3 levels they possess.
Annihilate the enemy - Divide the total levels a Fighter has by 4. Take the result and mulitply it by 3. Multiply any weaopn damage done in an attack by the fighter by this amount.
For example, a Fighter is using a Short sword. He is a 14th level fighter. He divides his level by 4 to get 14/4's or 4 (rounded up). He multiplies 4 by 3 to get 12 (4x=12). He rolls 3 damage. he does a total of 36 damage (3x12).
Still working on all of the other classes, plus Fighter dailies and encounters. We can make them like what the fighter has now...but need to avoid the wording or making it so similar that it can be seen as copying.
Feats - Copied and pasted the following two from the SRD, made a slight adjustment to Power Attack...things like this would be what I'd be looking at doing to recreate the Feats.
Power Attack - On your action, before making attack rolls for a round, you may choose to subtract1 from all melee attack rolls and add 1 to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Two Weapon Defense - When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack.
Monsters -
All Monsters have Max HP unless counted as Minions, in which case they count as having 1 HP.
For example...the Orc
Orc Slob (Minion)
HP: 1
AC: 13 Fort: 13 Ref: 10 Will: 8
Attack: +4 to Hit, damage 6 dmg (falchion)/ +1 to hit, 4 dmg (javelin)
Search: +1
Orc Soldier
HP: 9
AC: As minion above
Attack: +4 to Hit, damage 2d4+2 (falchion)/ +1 to hit, 1d6+3 (javelin)
Can do once per combat
+4 to hit, damage 4d4+2 (falchion) OR +2 to hit 2d6+3 (javelin)
Can do once per day
+4 to hit, damage 2d4x3+2 (falchion)
So as I said, basic ideas and framework. Didn't get to the dailies and encounters or an alternate name...though I did put down a format that might be able to work that doesn't copy what is currently in the 4e books.
Hopefully we can get many smart people to add things and build up on these ideas, as well as a central location to coalesce such ideas into a document and such.