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	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-15T11:08:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Naranater&amp;diff=16438</id>
		<title>User:Naranater</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Naranater&amp;diff=16438"/>
		<updated>2006-01-09T06:06:47Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve signed up to this Wiki primarily to work on my OD20 idea.  Please contact me through this site if you want to take part.&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Main_Page&amp;diff=16437</id>
		<title>Opend20: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Main_Page&amp;diff=16437"/>
		<updated>2006-01-09T06:04:43Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game System]]&lt;br /&gt;
[[Category:OpenD20]]&lt;br /&gt;
&lt;br /&gt;
=OpenD20=&lt;br /&gt;
&lt;br /&gt;
This system is designed to be a generic, stream-lined d20 variant. At inception, the major influences on design include the d20 system, RuneQuest, the Hero System and Ars Magica.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goals include:&lt;br /&gt;
&lt;br /&gt;
* Classless Character Creation&lt;br /&gt;
* Increased importance of skills and derived &#039;attributes&#039; from skills&lt;br /&gt;
* A faster-to-run skills-based combat system&lt;br /&gt;
* Development of a system for creating &#039;Powers&#039; (think Hero system), so that individual settings may be fully customised.&lt;br /&gt;
&lt;br /&gt;
* And most importantly, the fostering of a truely &#039;open&#039; d20 system, a system developed via the Internet with settings designed for passion, not profit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some degree of compatibility with current d20 is desired, but may very well end up being impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The inspiration for Open D20 is the frustration with so many almost-great-but systems available today.  D20 is great because of its elegant simplicity, but the structure is not transparent enough. Runequest was great, if only it wasn&#039;t &#039;&#039;so&#039;&#039; realistic.  The Hero System is great, if only it was much less complicated (and if only combat was smoother).&lt;br /&gt;
&lt;br /&gt;
&#039;If Only&#039; all those wonderful house rules we all make up actually made a difference to the material published.  Well, if there is an online d20 game, then we CAN make use of all those rules.  We need to combine the flexibility of something like HERO with the elegant simplicity of d20 - we need Open D20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Publicity==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know very much about computers, and I know even less about wiki.  But I know what a wonderful resource it is, and I think it is the perfect tool for building a game system designed from the grassroots.&lt;br /&gt;
&lt;br /&gt;
And like all grassroots movements, it needs lots of dedicated volunteers to take off.  There&#039;s not too much reason to fuss about it at this time (13/09/05) because so much basic ground work still needs to be done.  But in the near future, this project requires a set of regulars to keep updating and tweaking, and an even larger set of viewers who can play-test various aspects of the system and see how well it works.&lt;br /&gt;
&lt;br /&gt;
If you are interested in gaming, and in the idea of Open-D20, then please take part in this project.  The easiest way to start is for people to mention it/link to it on RPG message boards around the &#039;net.  Thanks for your help! [[User:Naranater|Naranater]] 22:04, 8 January 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
* Project started on 12/09/05.&lt;br /&gt;
* The major hurdle at present is the Powers system, if you have anything to contribute please contact me through the wiki.&lt;br /&gt;
* Please feel free to discuss these ideas so that we can build the system WE want, together! [[User:Naranater|Naranater]] 22:04, 8 January 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
* To-do list:&lt;br /&gt;
** Individual Noun/Verb compound lists in the Powers section&lt;br /&gt;
** Finish calculating &#039;Strength&#039; (from athletics, fort and size)&lt;br /&gt;
** Finish &#039;Weapons&#039; section&lt;br /&gt;
** Expand the &#039;Traits and Talents&#039; section.&lt;br /&gt;
** Description of Skills that differ from standard d20&lt;br /&gt;
** All of the templates&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
* [[Opend20:_Introduction|Introduction]]&lt;br /&gt;
* [[Opend20:_Character_Creation|Character Creation]]&lt;br /&gt;
** [[Opend20:_Action_Points|Action Points]]&lt;br /&gt;
*** [[Opend20:_Action_Points_Disadvantages|Flavour with Action Points - Disadvantages]]&lt;br /&gt;
*** [[Opend20:_Action_Points_Panache|Flavour with Action Points - Panache]]&lt;br /&gt;
** [[Opend20:_Attributes_and_Skill Families|Attributes and Skill Families]]&lt;br /&gt;
** [[Opend20:_Saving-Throws|Saving Throws]]&lt;br /&gt;
** [[Opend20:_Traits_and_Talents|Traits and Talents]]&lt;br /&gt;
** [[Opend20:_Powers|Powers]]&lt;br /&gt;
** [[Opend20:_Character_Development|Character Development]]&lt;br /&gt;
* [[Opend20:_Combat|Combat]]&lt;br /&gt;
** [[Opend20:_Weapons|Weapons]]&lt;br /&gt;
* [[Opend20:_Contructing_Powers|Constructing Powers]]&lt;br /&gt;
** [[Opend20:_Sample_Powers_Lists|Sample Powers Lists]]&lt;br /&gt;
* [[Opend20:_Constructing_Templates|Constructing Templates]]&lt;br /&gt;
** [[Opend20:_Race_Templates|Race Templates]]&lt;br /&gt;
*** [[Opend20:_Sample_Race_Templates|Sample Race Templates]]&lt;br /&gt;
** [[Opend20:_Class_Templates|Class Templates]]&lt;br /&gt;
*** [[Opend20:_Sample_Class_Templates|Sample Class Templates]]&lt;br /&gt;
** [[Opend20:_Equipment_Templates|Equipment Templates]]&lt;br /&gt;
*** [[Opend20:_Sample_Equipment_Templates|Sample Equipment Templates]]&lt;br /&gt;
** [[Opend20:_Monster_Templates|Monster Templates]]&lt;br /&gt;
*** [[Opend20:_Sample_Monster_Templates|Sample Monster Templates]]&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Chance_Powers&amp;diff=16436</id>
		<title>Opend20: Chance Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Chance_Powers&amp;diff=16436"/>
		<updated>2006-01-09T05:56:01Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Opend20_Powers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chance is an extremely difficult thing to arbitrate.  Generally speaking, Chance DCs are higher than average because theoretically, almost all the other Powers could be affected by Chance.  In addition, a GM must decide for a campaign whether the act of prophesy is going to be a tangible (You &#039;&#039;will&#039;&#039; die at sunset) or intangible (You &#039;&#039;might&#039;&#039; die at sunset, or it could just be someone who looks like you, or you might pretend to die...).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Change Chances=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Change&#039;&#039; Powers have 3 noticable displays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Change Chances&#039;&#039; can be used to simulate a rebalancing of the odds: for every 5 points of the DC, a +1 &#039;good luck&#039; can be added to one roll... but in exchange for this, the GM will add a -1 &#039;bad luck&#039; to another roll.  If the ration is set to +1 for every 10 points, then the player gets a certain amount of choice over the &#039;bad luck&#039; conditions... &#039;while we are next in town&#039;, &#039;bad luck in combat&#039;, etc.&lt;br /&gt;
&lt;br /&gt;
In addition, &#039;&#039;Change Chances&#039;&#039; can be used to alter the conditions of a prophesy or someone&#039;s destiny, if the character can break a DC set by the equivalent &#039;&#039;Create Chances&#039;&#039; power.  The greater the alteration, the higher the DC, so that in the case of massive changes, a combination of &#039;&#039;Destroy/Create Chances&#039;&#039; would be more effective.  For example, if a witch used &#039;&#039;Create Chances&#039;&#039; to curse somebody to be unable to go outside during the daytime, and set a DC of 30 (after subtracting the difference of the target&#039;s willsave/resistance), then a character could change this curse to be &#039;unable to go out into the daylight&#039;, and be unable to endure the sunlight by breaking the DC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Create Chances=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Create&#039;&#039; Powers have 3 noticable displays &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Create Chances&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Control Chances=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control&#039;&#039; Powers have 1 noticable display. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Destroy Chances=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destroy&#039;&#039; Powers have 2 noticable displays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sense Chances=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sense&#039;&#039; Powers have no displays as such (they can be purchased as disadvantages).  &#039;&#039;Sense&#039;&#039; Powers can be noticed by using Sense Motive, Spellcraft or another &#039;&#039;Sense&#039;&#039; Power on the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sense Chances&#039;&#039; is a difficult power because the player is asking the GM for information about something that hasn&#039;t happened yet.  In a sense, the player is asking the GM to make a prophecy.  The mechanic here is that each point over the target DC counts as a 1% chance that the prophecy is accurate, or alternatively, that same percentage of the total &#039;Truth&#039; is revealed.  The further down the time chart the events being sensed, the higher the DC.  This is obviously going to be of most use to very high level characters, or NPCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Sense&#039;&#039; the existence and target of a prophecy or destiny; foretell whether a planned course of action is doomed (really, truely, doomed)&lt;br /&gt;
&lt;br /&gt;
30  -  Gain an intuitive/general understanding of a prophecy or destiny; foretell how well an event will proceed as planned &lt;br /&gt;
&lt;br /&gt;
45  -  Be able to recite the exact wording or terms of a prophecy or destiny; 45 is the set DC for &#039;seeing the future&#039;&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Matter_Powers&amp;diff=16435</id>
		<title>Opend20: Matter Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Matter_Powers&amp;diff=16435"/>
		<updated>2006-01-09T05:48:58Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Opend20_Powers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modifiers for Matter Powers:=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DC     &#039;&#039;Hardness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+5   -  mud; barely solid &lt;br /&gt;
&lt;br /&gt;
+10  -  a fingernail; loose dirt&lt;br /&gt;
&lt;br /&gt;
+15  -  copper&lt;br /&gt;
&lt;br /&gt;
+20  -  platinum; raw iron&lt;br /&gt;
&lt;br /&gt;
+25  -  a knife blade&lt;br /&gt;
&lt;br /&gt;
+30  -  window glass&lt;br /&gt;
&lt;br /&gt;
+35  -  a sword blade&lt;br /&gt;
&lt;br /&gt;
+40  -  topaz&lt;br /&gt;
&lt;br /&gt;
+45  -  corundum; a fortified weapon&lt;br /&gt;
&lt;br /&gt;
+50  -  diamond&lt;br /&gt;
&lt;br /&gt;
+60  -  adamantium/mithril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DC     &#039;&#039;Rictor Scale&#039;&#039; (earthquake equivalent force)&lt;br /&gt;
&lt;br /&gt;
+10  -  0.5  -  5.6 kilos of force&lt;br /&gt;
&lt;br /&gt;
+20  -  1.0  -  32 kilos of force&lt;br /&gt;
&lt;br /&gt;
+30  -  1.5  -  178 kilos of force&lt;br /&gt;
&lt;br /&gt;
+40  -  2.0  -  1 ton of force&lt;br /&gt;
&lt;br /&gt;
+50  -  2.5  -  5.6 tons of force&lt;br /&gt;
&lt;br /&gt;
+60  -  3.0  -  32 tons of force&lt;br /&gt;
&lt;br /&gt;
+70  -  3.5  -  178 tons of force&lt;br /&gt;
&lt;br /&gt;
+80  -  4.0  -  1 kiloton of force&lt;br /&gt;
&lt;br /&gt;
... etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Change Matter=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Change&#039;&#039; Powers have 3 noticable displays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DC 40 plus target&#039;s reflex save  -  turn the ground beneath a target&#039;s feet into mud (&#039;&#039;Change&#039;&#039;(within Form) +20, &#039;&#039;Matter&#039;&#039;(loose dirt) +10, one hex area +10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Create Matter=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Create&#039;&#039; Powers have 3 noticable displays &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that unless a more complicated ritual is used, the products from these powers will not be permanent - this Power is not a cash-cow!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Create&#039;&#039; a volume of mud or soil&lt;br /&gt;
&lt;br /&gt;
30  -  &#039;&#039;Create&#039;&#039; a volume of common metals or stones (copper, quartz)&lt;br /&gt;
&lt;br /&gt;
45  -  &#039;&#039;Create&#039;&#039; a volume of semi-precious metals or stones (silver, topaz&lt;br /&gt;
&lt;br /&gt;
60  -  &#039;&#039;Create&#039;&#039; a volume of precious metals or stones (gold, diamond)&lt;br /&gt;
&lt;br /&gt;
80  -  &#039;&#039;Create&#039;&#039; rare materials such as Mithral, Adamantite, radioactive fuel, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Control Matter=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control&#039;&#039; Powers have 1 noticable display. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Control&#039;&#039; one property of a volume of &#039;&#039;Matter&#039;&#039; (decreasing the hardness by one, for example)&lt;br /&gt;
&lt;br /&gt;
30  -  Move a volume of &#039;&#039;Matter&#039;&#039; with gross telekinesis (to &#039;throw&#039; a rock)&lt;br /&gt;
&lt;br /&gt;
45  -  Move a volume of &#039;&#039;Matter&#039;&#039; with subtle telekinesis (guide a rock  as if you were holding it in your hand)&lt;br /&gt;
&lt;br /&gt;
60  -  Move a volume of &#039;&#039;Matter&#039;&#039; with molecular telekinesis (make a statue walk); Cause a localised tremor&lt;br /&gt;
&lt;br /&gt;
80  -  Cause a localised Earthquake&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Destroy Matter=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destroy&#039;&#039; Powers have 2 noticable displays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Destroy&#039;&#039; a volume of rock or soil&lt;br /&gt;
&lt;br /&gt;
30  -  &#039;&#039;Destroy&#039;&#039; a volume of common metals or stones (copper, quartz)&lt;br /&gt;
&lt;br /&gt;
45  -  &#039;&#039;Destroy&#039;&#039; a volume of semi-precious metals or stones (silver, topaz&lt;br /&gt;
&lt;br /&gt;
60  -  &#039;&#039;Destroy&#039;&#039; a volume of precious metals or stones (gold, diamond)&lt;br /&gt;
&lt;br /&gt;
80  -  &#039;&#039;Destroy&#039;&#039; rare materials such as Mithral, Adamantite, radioactive fuel, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sense Matter=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sense&#039;&#039; Powers have no displays as such (they can be purchased as disadvantages).  &#039;&#039;Sense&#039;&#039; Powers can be noticed by using Sense Motive, Spellcraft or another &#039;&#039;Sense&#039;&#039; Power on the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Sense&#039;&#039; one property of &#039;&#039;Matter&#039;&#039; (e.g. Hardness)&lt;br /&gt;
&lt;br /&gt;
30  -  &#039;&#039;Sense&#039;&#039; all the general properties of a volume of Earth (e.g. what it is composed of, what has happened to it recently)&lt;br /&gt;
&lt;br /&gt;
45  -  &#039;&#039;Sense&#039;&#039; the &#039;&#039;Matter&#039;&#039; in a particular area (I can feel two people running to the west.  The girl is limping!)&lt;br /&gt;
&lt;br /&gt;
60  -  speak with the Elemental forces of the Earth&lt;br /&gt;
&lt;br /&gt;
80  -  speak with crafted or worked stone and metals (e.g. &#039;speak&#039; with a statue)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summon Matter=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Summon&#039;&#039; Powers have 2 noticable displays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because the Monster templates have not been done, it is not possible to write up the Summon powers at this point.&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Water_Powers&amp;diff=16433</id>
		<title>Opend20: Water Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Water_Powers&amp;diff=16433"/>
		<updated>2006-01-09T05:45:35Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Earth_Powers&amp;diff=16432</id>
		<title>Opend20: Earth Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Earth_Powers&amp;diff=16432"/>
		<updated>2006-01-09T05:44:55Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Air_Powers&amp;diff=16431</id>
		<title>Opend20: Air Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Air_Powers&amp;diff=16431"/>
		<updated>2006-01-09T05:43:22Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Fire_Powers&amp;diff=16430</id>
		<title>Opend20: Fire Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Fire_Powers&amp;diff=16430"/>
		<updated>2006-01-09T05:41:18Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Force_Powers&amp;diff=16429</id>
		<title>Opend20: Force Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Force_Powers&amp;diff=16429"/>
		<updated>2006-01-09T05:39:43Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Opend20_Powers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Change Force=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Change&#039;&#039; Powers have 3 noticable displays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Change&#039;&#039; one of the properties of a volume of &#039;&#039;Force&#039;&#039; (increasing the amount of smoke, making the flame green, etc); raise or lower the temperature by a very small amount (2 degrees C) &lt;br /&gt;
&lt;br /&gt;
30  -  &#039;&#039;Change Force&#039;&#039; into a similar noun-form you have access to (flame into air/smoke); raise or lower the temperature by a small amount (5 degrees C)&lt;br /&gt;
&lt;br /&gt;
45  -  &#039;&#039;Change Force&#039;&#039; into any other noun-form you have access to, vague chemical plausibility (flame into coal); raise or lower the temperature by an uncomfortable amount (20 degrees C)&lt;br /&gt;
&lt;br /&gt;
60  -  &#039;&#039;Change Force&#039;&#039; into any other noun-form you have access to, even if chemically implausible (flame into steel); raise or lower the temperature by a potentially deadly amount (40 degrees C)&lt;br /&gt;
&lt;br /&gt;
80  -  &#039;&#039;Change Force&#039;&#039; into complex combinations of noun-forms you have access to (flame into a bowl of noodles with chopsticks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Create Force=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Create&#039;&#039; Powers have 3 noticable displays &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Create&#039;&#039; finger-tip flame; ignite anything that is &#039;highly flammable&#039;, e.g. rocket fuel; &#039;&#039;Create&#039;&#039; dim (candle) light&lt;br /&gt;
&lt;br /&gt;
30  -  &#039;&#039;Create&#039;&#039; a football sized flame; ignite something flammable, e.g. paper; &#039;&#039;Create&#039;&#039; the warmth of a camp-fire; &#039;&#039;Create&#039;&#039; light&lt;br /&gt;
&lt;br /&gt;
45  -  &#039;&#039;Create&#039;&#039; a fireball; ignite a tree; &#039;&#039;Create&#039;&#039; near-boiling temperatures or bright daylight&lt;br /&gt;
&lt;br /&gt;
60  -  &#039;&#039;Create&#039;&#039; a blaze; ignite anything remotely flammable (leather, water); &#039;&#039;Create&#039;&#039; enough heat to melt most metals or dazzling light&lt;br /&gt;
&lt;br /&gt;
80  -  &#039;&#039;Create&#039;&#039; a fire-storm; ignite &#039;&#039;non-flammable&#039;&#039; materials like steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Control Force=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Control&#039;&#039; Powers have 1 noticable display. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Control&#039;&#039; one property of a volume of &#039;&#039;Force&#039;&#039; (increase or decrease temperature)&lt;br /&gt;
&lt;br /&gt;
30  -  &lt;br /&gt;
&lt;br /&gt;
45  -  &lt;br /&gt;
&lt;br /&gt;
60  -  &lt;br /&gt;
&lt;br /&gt;
80  -  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Destroy Force=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destroy&#039;&#039; Powers have 2 noticable displays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &#039;&#039;Destroy&#039;&#039; a very small volume of flame; prevent a highly flammable object (fuel) from igniting in the presence of a spark; reduce temperature by a small amount (5 degrees C) or visibility by DC 5&lt;br /&gt;
&lt;br /&gt;
30  -  &#039;&#039;Destroy&#039;&#039; one volume of flame; prevent any flammable object from igniting in the presence of a naked flame; reduce temperature by a noticable amount (15 degrees C) or visibility by DC 15 - or create complete darkness in one area; negate one property of one volume of fire (e.g. so that it produces no heat)&lt;br /&gt;
&lt;br /&gt;
45  -  make one volume of matter completely fire-proof&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sense Force=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sense&#039;&#039; Powers have no displays as such (they can be purchased as disadvantages).  &#039;&#039;Sense&#039;&#039; Powers can be noticed by using Sense Motive, Spellcraft or another &#039;&#039;Sense&#039;&#039; Power on the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20  -  &lt;br /&gt;
&lt;br /&gt;
30  -  &lt;br /&gt;
&lt;br /&gt;
45  -  &lt;br /&gt;
&lt;br /&gt;
60  -  &lt;br /&gt;
&lt;br /&gt;
80  -  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summon Force=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Summon&#039;&#039; Powers have 2 noticable displays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because the Monster templates have not been done, it is not possible to write up the Summon powers at this point.&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Contructing_Powers&amp;diff=16427</id>
		<title>Opend20: Contructing Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Contructing_Powers&amp;diff=16427"/>
		<updated>2006-01-09T04:54:18Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Game System]]&lt;br /&gt;
[[category:OpenD20]]&lt;br /&gt;
&lt;br /&gt;
The following pages will describe each of the possible verb/noun combinations, as well as give examples of what a power ought to be capable of at a given rank.  For purposes of simplicity, a GM (or the designer of the campaign setting) should construct a list of powers &#039;&#039;most likely&#039;&#039; to be used in the campaign.  Note that the list should never be definitive, which would limit the players, but it should help to define the setting, the expected norms of that world or society.&lt;br /&gt;
&lt;br /&gt;
The list of verbs and nouns is likewise not exhaustive.  In a heavily nature-oriented setting, Animals and Plants might (both) deserve their own category.  In a futuristic setting, Computers should probably be separated from Artefacts (and possibly even in a modern setting, too).&lt;br /&gt;
&lt;br /&gt;
It is assumed that the nature of Powers is derived from some sort of quantum state of reality - that is, observation and belief have a strong effect on the accessibility of Powers.  In a setting where most people are unaware of magic, there are no pre-conceived notions about it and so Powers are more mutable; consequently DCs would be lowered.   In a setting where people actively disbelieved in magic (a modern world setting, for instance), then Powers would be much harder to access and consequently DCs would be higher. An order of magnitude is considered to be worth a DC change of 5 points either way - it is up to the GM or the campaign designer to determine what constitutes an order of magnitude.&lt;br /&gt;
&lt;br /&gt;
Similarly, noun-forms which are frequently observered or thought about attract the same kind of cosmic attention.  In an arctic setting, ice is frequently thought about, so it is becomes harder to effect - players trying to alter ice using the &#039;&#039;Water&#039;&#039; form would have great difficulty.  It might be that they would need to use an &#039;&#039;Ice&#039;&#039; form.  Characters using &#039;&#039;Ice&#039;&#039; in a non-arctic setting, where Ice is less often thought about, might find that their Powers were relatively enhanced (by way of compensation).&lt;br /&gt;
&lt;br /&gt;
Finally, the general assumptions and preconceived notions about particular noun-forms will limit the direction in which Powers can act.  In a modern world setting, people don&#039;t believe that Lead can be turned into Gold, so consequently it would be that much harder to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Artefact_Powers|Artefact Powers]] - Objects, Contructs, Machines, Computers&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Body_Powers|Body Powers]] - Animals, Living Flesh&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Chance_Powers|Chance Powers]] - Fate, Prophecy, Luck, Opportunity&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Force_Powers|Force Powers]] - Gravity, Electricity, Energy, Fire&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Image_Powers|Image Powers]] - Illusions, Reality&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Ka_Powers|Ka (Soul Energy) Powers]] - Emotions, Spirit, Ki&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Mana_Powers|Mana Powers]] - Raw Magical Energy, Meta-Magic&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Matter_Powers|Matter Powers]] - Physical Realm, Elements, Objects, Plant Matter.&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Mind_Powers|Mind Powers]] - Psychic Phenomena, Mentalism&lt;br /&gt;
&lt;br /&gt;
*  [[Opend20:_Void/Ether_Powers|Void/Ether Powers]] - &#039;The Fifth Element&#039;, the vaccuum, the space &#039;between&#039; reality.&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Combat&amp;diff=16424</id>
		<title>Opend20: Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Combat&amp;diff=16424"/>
		<updated>2006-01-09T04:46:26Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Game System]]&lt;br /&gt;
[[category:OpenD20]]&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
&lt;br /&gt;
One of the major goals for the OpenD20 project is to create a much more streamlined combat system.  Slow combat is one of the major deterents from gaming, because it minimises the amount of time that can be spent on social interaction.  It is also important to design combat in such a way that players are (almost) always engaged - there is no point having an initiative system that leaves gaps in time where players feel &#039;useless&#039; because they can only attack half as often (and thus, only &#039;play&#039; for half as long) as other players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OpenD20 proposes to &#039;combat&#039; (sorry, couldn&#039;t resist) this problem by defining the key issue as &#039;combat duty&#039;.  Here, the term &#039;combat duty&#039; refers to the delegation of responsibility over action during play.  In the standard OGL d20 system, almost all of the &#039;combat duty&#039; lies in the hands of the GM.  It is the GM&#039;s job to add up all the numbers given to them by the players, and the GM&#039;s job to calculate the initiative order - as well as playing the part of all the enemies!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is intrinsic to the GM&#039;s part to play the enemies, so the most important changes in OpenD20&#039;s combat system must be to:&lt;br /&gt;
&lt;br /&gt;
* The initiative system.&lt;br /&gt;
&lt;br /&gt;
* The total amount of dice rolling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abstract Defense==&lt;br /&gt;
&lt;br /&gt;
Because of Elegant Simplicity, defense is left as abstract as possible in combat.  In some games, such as the tri-stat system, every single attack becomes a multi-phase opposed check as there is armour to consider, a defense roll... In OpenD20, Players decide what elements consitute their defenses thematically, and the mechanic incorporates everything into a single score.&lt;br /&gt;
&lt;br /&gt;
This does mean that the GM might grant circumstance modifiers to defense based on the situation:  for example, if characters expresses their defense as being dodge-based, and they&#039;re probably not going to be able to &#039;dodge&#039; a fireball of immense proportions, then the GM might weaken their defense by 3 or 4 points.  This is entirely situational, however, and not always neccessary.  There is a point where realism gets in the way of fun gaming, so be careful not to cross the line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Score==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Base Combat Bonus no longer exists in OpenD20, replaced with the Combat Score.  This is derived from the synergy from all the &#039;combat family&#039; of skills.  Every five ranks in a combat skill gives a +1 bonus to the Combat Score.  This means that if characters specialises in combat, their abilities will grow exponentially, which puts them much more on par with spell-casters, and improves game balance.&lt;br /&gt;
&lt;br /&gt;
Characters hardly ever use &#039;&#039;just&#039;&#039; their Combat Score, however, because they must have spent some points in skills in order to &#039;&#039;get&#039;&#039; a Combat Score (although a wizard might have a very low combat score by only purchasing ranks in Defense).  See the [[Opend20:_Attributes_and_Skill_Families|Skills Section]] for more information.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say &#039;&#039;Rungkor&#039;&#039; is fighting with his bastard sword.  He has 5 ranks in Weapon&amp;lt;Bastard Sword&amp;gt;, 3 ranks in Manoeuvre(Trip) and a Combat Score of 3, for an overall score of 8 when fighting with his sword, and 6 when trying to unbalance an opponenet.&lt;br /&gt;
&lt;br /&gt;
Because of the new &#039;exponential&#039; growth possible with the Combat Score, there are no longer multiple attacks per round.  Instead, if characters have enough initiative ranks (see below), their players can choose to split their combat score - so &#039;&#039;Rungkor&#039;&#039; might choose to make two attacks at +4 each, or one attack of +6 and one of +2.  It&#039;s all up to the player, although some exceptions are noted with regard to individual [[Opend20:_Attributes_and_Skill_Families|skills]].&lt;br /&gt;
&lt;br /&gt;
The Combat Score can also be &#039;invested&#039; into defense.  This functions almost as if every character had the &#039;combat expertise&#039; feat.  For every 2 Combat Points invested, characters receive a +1 bonus to defense for that round.&lt;br /&gt;
&lt;br /&gt;
Finally, the Combat Score can be spent on improving initiative ranks (but only for the round in which the points are spent). For every five Combat Points, characters get +1 to their initiative rank.  This allows OpenD20 to simulate the varied pace of combat without re-rolling initiative every round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Incorporated Damage==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Incorporated Damage means that the &#039;damage roll&#039; is incorporated into the &#039;attack roll&#039;, for purposes of simplicity.  The amount of damage done is amount that the attack roll succeeds by.  This means less dice rolling, and it also means that all warrior-style characters can do exponential damage.  Let&#039;s look at two versions of &#039;&#039;Rungkor&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At fifth level (equivalent to about 1st level in D&amp;amp;D), &#039;&#039;Rungkor&#039;&#039; has 5 ranks in his bastard sword, 5 ranks in defense 5 ranks in grapple, 3 ranks in manouvre(trip) and 2 ranks in heavy weapons (costing 25 Character Points).  This gives him a Base Combat Score of +3, and +8 to hit with his Bastard Sword (he only weilds one handed at this stage, because his AC is too low).  He attacks a character with a defense score of 15, and rolls a 10 on the die.  That adds up to 18, which means he succeeded the &#039;attack check&#039; by 3 points - take 3 vitality points from the victim.&lt;br /&gt;
&lt;br /&gt;
At tenth level (equivalent to about 5th level in D&amp;amp;D), &#039;&#039;Rungkor&#039;&#039; has 10 ranks in bastard sword, 8 ranks in defense, 10 ranks in grapple, 5 ranks in manoevre (trip) and 5 ranks in heavy weapons (costing 46 Character Points). His Base Combat Score is now +7, and he has +22 to hit with his &#039;Holy Avenger&#039; (Bastard Sword).  In one mighty attack,  &#039;&#039;Rungkor&#039;&#039; attacks a character with a defense score of 20, and rolls 10 on the die.  That adds up to 32, which means he succeeded the &#039;attack check&#039; by 12 points - take 12 vitality points from the victim (though see special rules for wounding with heavy weapons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This compares quite favourably with standard d20.  &#039;&#039;Rungkor&#039;&#039; is a warrior build, and at 10th (5th) level he caused 12 damage after succeeding with a roll of 10 to attack.  If he had rolled a 20, he could have done 23 damage, which is a sizable portion.  And this doesn&#039;t include complications like &#039;&#039;Rungkor&#039;s&#039;&#039; &#039;&#039;Rage&#039;&#039; power, which improves his Combat Bonus, or the rules for Heavy Weapons that allow Wound Point damage (much more debilitating).  So all up, &#039;&#039;Rungkor&#039;&#039; is starting to become pretty powerful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The more you specialise your character, the more potent they become - at the expense of flexibility in other areas.  But this example shows how Incorporated Damage allows combat to flow much faster and much more smoothly, while at the same time allowing fighter characters to become much less weak when compared to the spell-casting character builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Initiative==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All players declare intended actions at the start of each combat round.  Each round is broken down into ten ticks, representing ten seconds passing in the game world.  During combat, the GM calls each tick out from ten to one, and then the process begins again.  It is the player&#039;s responsibility to determine how many ticks will pass before they can act.  Variations on this system can be found in the RuneQuest and Hero systems, for those interested in exploring further.&lt;br /&gt;
&lt;br /&gt;
On each tick, players can move one hex (two if charging).  This movement does not count when determining which tick a player may act/attack on, but running or dodging (moving two hexes per tick) will delay the character for as many rounds as they continue the additional movement.&lt;br /&gt;
&lt;br /&gt;
Use the following variables to determine how long it takes a character to complete their action:&lt;br /&gt;
&lt;br /&gt;
*  Size  -  small -1(disadvantage), medium 0, large +1, huge +2...&lt;br /&gt;
&lt;br /&gt;
*  Reflex  -  +1 for each synergy point in reflex&lt;br /&gt;
&lt;br /&gt;
*  Weapon Modifier  -  see Weapons, below.  The maximum weapon bonus is +4.  &lt;br /&gt;
&lt;br /&gt;
*  As noted above, for every 5 combat points invested in a round, characters get +1 initiative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum score is +8 (which a huge character with specialised reflexes and a fast weapon could have at 1st level, but they would be spending 40+ points to pull it off).  With a score of 8, you would be able to attack on the 8th tick, and if you wanted to you could attack at each 2 tick interval, for a total of five attacks per round!  However, you would have to split your combat score up amoung those attacks, so it would not always be practical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rungkor&#039;&#039; is large, and he has +1 reflex synergy.  His bastard sword gives him a +2 to initiative at prime range, for a total of +4.  This means that &#039;&#039;Rungkor&#039;&#039; can act on the 4th tick, so he only gets one attack this round.  However, because the party is fighting kobolds,  &#039;&#039;Rungkor&#039;s&#039;&#039; Player would like to be able to invest her Combat Score in order to be able to increase initiative, but since his Base Combat Score is only three, she can&#039;t do that yet.  If &#039;&#039;Runkor&#039;&#039; had an initiative rank of +5, then he would have been able to act on the 5th and 10th ticks, spliting up his total Combat Score as she saw fit.&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Character_Development&amp;diff=16423</id>
		<title>Opend20: Character Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Character_Development&amp;diff=16423"/>
		<updated>2006-01-09T04:26:56Z</updated>

		<summary type="html">&lt;p&gt;Naranater: /* Character Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:OpenD20]]&lt;br /&gt;
&lt;br /&gt;
=Character Development=&lt;br /&gt;
&lt;br /&gt;
The most functionally superior experience system (from the standpoint of Elegant Simplicity) is something like the one used in the Storyteller system, where &#039;ranks&#039; in skills gradually become more expensive.&lt;br /&gt;
&lt;br /&gt;
If a 20th level psion decides to pick up a sword and start fighting, why would it take them [the massive timespan it takes to level up to 21] to learn what other, much younger characters can learn by killing a few kobolds?  It is true that people get set in their ways, but the standard d20 system is far too oversimplified in this regard.&lt;br /&gt;
&lt;br /&gt;
Of course, that is a matter of opinion, and if the majority of people prefer the current system over a Storyteller-like system, then it stays as is.  The current version of OD20 uses a linear (rather than exponential) system for leveling up.  In order to maintain a power curve, it is the DC of the skills checks that raises exponentially.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters (generally) start out with at level 5 with 50 character points.  At each additional level, a character gains 10 character points plus one Action Point.  See the [[Opend20:_Character_Creation|Character Creation]] page for more information on the cost of skills etc.&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Powers&amp;diff=16422</id>
		<title>Opend20: Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Powers&amp;diff=16422"/>
		<updated>2006-01-09T04:17:35Z</updated>

		<summary type="html">&lt;p&gt;Naranater: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Game System]]&lt;br /&gt;
[[category:OpenD20]]&lt;br /&gt;
&lt;br /&gt;
=Powers=&lt;br /&gt;
&lt;br /&gt;
In OpenD20, Powers are constructed using a verb/noun system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| The verbs are:     ||  The nouns are:    ||&lt;br /&gt;
|-&lt;br /&gt;
|                    ||                    ||&lt;br /&gt;
|-&lt;br /&gt;
|                    ||                    ||&lt;br /&gt;
|-&lt;br /&gt;
|   change           ||   artefact         ||   ka (soul energy)&lt;br /&gt;
|-&lt;br /&gt;
|   create           ||   body             ||   mana&lt;br /&gt;
|-&lt;br /&gt;
|   control          ||   chance           ||   matter&lt;br /&gt;
|-&lt;br /&gt;
|   destroy          ||   force            ||   mind&lt;br /&gt;
|-&lt;br /&gt;
|   sense            ||   image            ||   void/ether&lt;br /&gt;
|-&lt;br /&gt;
|   summon           ||                    ||   &lt;br /&gt;
|-&lt;br /&gt;
|____________________||____________________||____________________&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional variables:  Controller, Delay, Display, Duration, Range, Speed, Target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point, it has not been decided whether or not OpenD20 will incorporate dynamic sorcery from such games as Mage or Ars Magica.  Although dynamic sorcery embodies Elegant Simplicity, such a rules system is very trying for inexperienced GMs, and might tremendously overpower &#039;magical/mystical&#039; characters unless very well implemented.&lt;br /&gt;
&lt;br /&gt;
At any rate, the most important thing (however the powers system finally works out) is that the rules describe the &#039;&#039;effect&#039;&#039; of the power, not the power itself.  This generally well-applauded approach has been extremely successful in games such as Ars Magica, Exalted and Hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current design (still in its infancy) works thus: a power is designed as a verb/noun combination.  For example,  if you want your character Thyman to shoot a laser beam, you would choose &#039;create&#039; and &#039;force&#039;, with quite a few ranks in range and no ranks in duration (for a pulse beam; a steady laser beam would require ranks in duration).&lt;br /&gt;
&lt;br /&gt;
The more ranks, the more potent the power is.  And just like all the skills, every 5 ranks in one area gives a +1 synergy bonus to the associated &#039;attribute&#039;.  For example, Thyman might have a number of different &#039;energy beam&#039; powers, in which case he will have a number of powers like &#039;create force&#039;, &#039;sense force&#039;, &#039;control force&#039;, etc.  Ultimately, this gives him a very high synergy from all the &#039;force&#039; bonuses.  The same is also true for the &#039;modifiers&#039;, like &#039;range&#039; and &#039;duration&#039; - if Thyman purchases a number of long-range powers, there will be a synergy bonus to his &#039;range&#039; score which will mean exponentially better range as he increases in level.&lt;br /&gt;
&lt;br /&gt;
The highest rank a character can have is equal to character level, just like a skill.  However, it would be possible to have much higher scores overall because of synergy - this means specialising your character.&lt;br /&gt;
&lt;br /&gt;
=Power Modes: Ability, Power, or Trick=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any power can be brought as an Ability, Power or Trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Ability functions like a skill; it requires a skill roll to use.  The advantage of an Ability is that it never runs out, it can be used over and over again.  The disadvantage of an Ability is that is might not function when the character needs it to.&lt;br /&gt;
&lt;br /&gt;
A Power uses up Action Points.  There is no perceivable &#039;limit&#039; or &#039;source&#039; for the Power, but for whatever reason the character can only use it as long as they have AP to spare.  The advantage of a Power is that it always functions and there are no unwanted consequences for using it.  The disadvange is that it &#039;runs out&#039;.&lt;br /&gt;
&lt;br /&gt;
A Trick causes the character to run through fatigue levels:&lt;br /&gt;
&lt;br /&gt;
* Light fatigue reduces movement to 3/4&lt;br /&gt;
&lt;br /&gt;
* Moderate fatigue means players suffer -4 to attacks and -2 to defense&lt;br /&gt;
&lt;br /&gt;
* Serious fatigue reduces movent to 1/2 and characters cannot make special use of Combat Bonus (for defense/initiative)&lt;br /&gt;
&lt;br /&gt;
* At this point the character starts eating up Vitality points (exact number per Power still to be playtested), -2 to defense&lt;br /&gt;
&lt;br /&gt;
* Dangerous fatigue sets in once a character loses half their total Vitality (even if not through the use of Power/s). Reduces movent to 1/4 and characters cannot access Combat Bonus at all&lt;br /&gt;
&lt;br /&gt;
* At this point the character eats up their remaining Vitality until unconscious, or they have time to rest.&lt;br /&gt;
&lt;br /&gt;
The advantage of Tricks is that they can be reliably performed over and over - especially &#039;small&#039; or low-level tricks.  The disadvantage is the inherent loss of mobility and vitality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Player chooses to spend one and a half times as much on buying the Power, they can choose two different activation modes.  If they pay twice as much, they can use any of the three modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Variables=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The variables of each power are display, duration, range and target. Although there is an intrisic value attached to each verb/noun combination, Player&#039;s can alter this by buying ranks in four variables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*  Controller just refers to who &#039;directs&#039; the Power once it is established.  Raise the DC by 10 if controller is someone other than the character with the power&lt;br /&gt;
&lt;br /&gt;
*  Delay generally refers to &#039;casting time&#039; - increase DC by 5 to alter casting time by one tick - see the table below for measurements&lt;br /&gt;
&lt;br /&gt;
*  Display refers to the noticable signals that warn others the power is beings used.  Displays range from the heat given off by a laser beam to the audible incantations of a summoner.  The more ranks taken in Display, the less noticable the power. There may be multiple instances of &#039;&#039;Display&#039;&#039; for each power - so, the laser beam might have 0 ranks in Display (Heat); 3 ranks in Display (Visual);  and 5 ranks in Display (Audible Buzzing).  It only costs one point per &#039;&#039;Display&#039;&#039; rank, but each rank gives a DC of 5 to people trying to &#039;&#039;Perceive&#039;&#039; the &#039;&#039;Display&#039;&#039;.  With 0 ranks in Display (Heat), anybody capable of feeling Heat would automatically be aware of the laser beam.  With 5 ranks in Display (Audible Buzzing), only those who make a listen check with a DC of 25 would be able to detect the laser beam&lt;br /&gt;
&lt;br /&gt;
*  Duration refers to the amount of time the power remains in effect.  The duration categories are momentary (one tick), ticks, rounds, turns (or one scene; depending on the nature of the Power), hours, and days (or permanent; depending on the nature of the Power)&lt;br /&gt;
&lt;br /&gt;
*  Range refers to the distance from the character at which the power can operate. The ranges are&lt;br /&gt;
** Personal&lt;br /&gt;
** Contact - requires contact (normally physical, &#039;mental&#039; in some cases)&lt;br /&gt;
** Reach - anything sharing the character&#039;s hex&lt;br /&gt;
** Combat - if you are using a hex board to help simulate combat, everything on the hex board is within this range&lt;br /&gt;
** Extended - generally for out-of-combat spells; something too far away to target in combat&lt;br /&gt;
** Sight - literally as far as the eye can see.  If the character has enhanced their sight to power-like ability, then they would be required to use the next category&lt;br /&gt;
** Mystic/Extreme - this range, based off of &#039;Arcane Connection&#039; in Ars Magica, implies that the character can reach anyone they can sense using enhanced sight - anything from a sniper scope to a crystal ball&lt;br /&gt;
&lt;br /&gt;
*  Target refers to the intended target of the power.  The levels of &#039;&#039;Target&#039;&#039; are&lt;br /&gt;
** Small - a body part or a wheel of a car; one property of a &#039;&#039;Noun&#039;&#039;&lt;br /&gt;
** Individual - one target, no greater than &#039;Huge&#039; in size (one Hex)&lt;br /&gt;
** Hex(es) - a number of hexes&lt;br /&gt;
** Form - a defined structure which may take up multiple hexes e.g. &#039;the house&#039;&lt;br /&gt;
** Boundary - everything within a set boundary e.g. &#039;the castle&#039;&lt;br /&gt;
** Sight&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Measurements=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Distance     || Time(Combat) || Time(Ritual) || Volume       || Weight     || Cost&lt;br /&gt;
|-&lt;br /&gt;
|              ||              ||              ||              || &lt;br /&gt;
|-&lt;br /&gt;
| reach       || momentary    || seconds      || 10 cm^3       || 1 kg    || 1&lt;br /&gt;
|-&lt;br /&gt;
|              || ticks (sec)  || minutes      ||              ||         || 3&lt;br /&gt;
|-&lt;br /&gt;
| meters       || rounds       || hours        ||  1  m^3      || 10 kg   || 5&lt;br /&gt;
|-&lt;br /&gt;
| 10xmeters    || turns        || 6xhours      ||  5  m^3      || 100 kg  || 10&lt;br /&gt;
|- &lt;br /&gt;
| kilometers   || out of combat|| days (perm)  || 10  m^3      || 1000 kg || 30&lt;br /&gt;
|-&lt;br /&gt;
|______________||______________||______________||______________||______________|| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Attributes_and_Skill_Families&amp;diff=16421</id>
		<title>Opend20: Attributes and Skill Families</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Attributes_and_Skill_Families&amp;diff=16421"/>
		<updated>2006-01-09T03:53:23Z</updated>

		<summary type="html">&lt;p&gt;Naranater: /* Attributes and Skill Families */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game System]]&lt;br /&gt;
[[category:OpenD20]]&lt;br /&gt;
&lt;br /&gt;
=Attributes and Skill Families=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Almost every system uses Characteristics to help define/create a character (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are the standard D20 characteristics).  At the current time, OD20 is to be a characteristic-less system.&lt;br /&gt;
&lt;br /&gt;
The main reasons for this are:&lt;br /&gt;
&lt;br /&gt;
a) Characteristics are so broad as to be a hinderance in some character designs (a character might have ledendary balancing skills, but extremely poor hand-eye coordination.  You have to go out of your way to design a character who has &#039;high&#039; and &#039;low&#039; dexterity)&lt;br /&gt;
&lt;br /&gt;
b) Characteristics are so vague as to be confusing for some players (the &#039;mental&#039; characteristics often overlap, particularly Cha and Wis.  The name &#039;wisdom&#039; often leads to disputes about intelligence checks).&lt;br /&gt;
&lt;br /&gt;
Instead, OD20 uses a system of attributes derived from ranks in skills.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into the following groups:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px&amp;quot;&lt;br /&gt;
| [[#Description of Attributes|&#039;&#039;&#039;Athletics&#039;&#039;&#039;]]         || [[#Description of Attributes|&#039;&#039;&#039;Manipulation&#039;&#039;&#039;]]     || [[#Description of Attributes|&#039;&#039;&#039;Combat&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|                         ||                        ||&lt;br /&gt;
|-&lt;br /&gt;
| [[#Description of Attributes|&#039;&#039;Strength&#039;&#039;]]            ||  [[#&amp;lt;Device&amp;gt;|&amp;lt;Device&amp;gt;]]              || [[#Description of Attributes|&#039;&#039;Defense&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|                         ||  [[#Forgery|Forgery]]               ||&lt;br /&gt;
|-&lt;br /&gt;
| [[#Balance|Balance]]                 ||  [[#Heal|Heal]] (+Know)          || [[#Charge|Charge]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Climb|Climb]]                   ||  [[#Open Locks|Open Locks]]            || [[#Dodge|Dodge]] (+Athl)&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dodge|Dodge]] (+Comb)           ||  [[#&amp;lt;Play Instrument&amp;gt;|&amp;lt;Play Instrument&amp;gt;]]     || [[#Escape|Escape]] (+Athl)&lt;br /&gt;
|-&lt;br /&gt;
| [[#Escape|Escape]] (+Comb)          ||  [[#Sleight|Sleight]] (+Stealth)    || [[#Fast Draw|Fast Draw]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Ride|Ride]]                    ||  [[#Use Rope|Use Rope]]              || [[#Heavy Weapons|Heavy Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Swim|Swim]]                    ||                        || [[#Grapple|Grapple]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Tumble|Tumble]]                  || [[#Description of Attributes|&#039;&#039;&#039;Perception&#039;&#039;&#039;]]       || [[#Manoeuvre|Manoeuvre]] (Trip/Throw)&lt;br /&gt;
|-&lt;br /&gt;
|                         ||                        || [[#Multidexterity|Multidexterity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Description of Attributes|&#039;&#039;&#039;Communication&#039;&#039;&#039;]]     || [[#Appraise|Appraise]] (+Know)       || [[#Sunder|Sunder]] &lt;br /&gt;
|-&lt;br /&gt;
|                         || [[#&amp;lt;Detect&amp;gt;|&amp;lt;Detect&amp;gt;]]               || [[#&amp;lt;Weapon&amp;gt;|&amp;lt;Weapon&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Anima|Animall]]                  ||  [[#Lip Reading|Lip Reading]]           || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bluff|Bluff]]                   ||  [[#Listen|Listen]]                ||&lt;br /&gt;
|-&lt;br /&gt;
| [[#Bureaucratics|Bureaucratics]]           ||  [[#Search|Search]]                || [[#Description of Attributes|&#039;&#039;&#039;Perks&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Diplomacy|Diplomacy]]               ||  [[#Sense Motive|Sense Motive]]          ||&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gather Information|Gather Information]]      ||  [[#Spot|Spot]]                  || [[#&amp;lt;Access&amp;gt;|&amp;lt;Access&amp;gt;]] &lt;br /&gt;
|-&lt;br /&gt;
| [[#Intimidate|Intimidate]]              ||  [[#Track|Track]] (+Stealth)      || [[#&amp;lt;Contacts&amp;gt;|&amp;lt;Contacts&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#&amp;lt;Language&amp;gt;|&amp;lt;Language&amp;gt;]]              ||  [[#Trail|Trail]] (+Stealth)      || [[#&amp;lt;Membership&amp;gt;|&amp;lt;Membership&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Orate|Orate]]                   ||                        || [[#&amp;lt;Reputation&amp;gt;|&amp;lt;Reputation&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Patter|Patter]](Fast Talk)       ||                        || [[#&amp;lt;Wealth&amp;gt;|&amp;lt;Wealth&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#&amp;lt;Perform&amp;gt;|&amp;lt;Perform&amp;gt;]]               ||  [[#Description of Attributes|&#039;&#039;&#039;Stealth&#039;&#039;&#039;]]         ||&lt;br /&gt;
|-&lt;br /&gt;
| [[#Streetwise|Streetwise]] (+Know)      ||                        ||&lt;br /&gt;
|-&lt;br /&gt;
|                         ||  [[#Disguise|Disguise]] (+Know)      || [[#Description of Attributes|&#039;&#039;&#039;Powers&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|  [[#Description of Attributes|&#039;&#039;&#039;Knowledge&#039;&#039;&#039;]]        ||  [[#Obfuscate|Obfuscate]]             || &lt;br /&gt;
|-&lt;br /&gt;
|                         ||  [[#Sleight|Sleight]] (+Mani)       || [[#Dampen/Dispel|Dampen/Dispel]]&lt;br /&gt;
|-&lt;br /&gt;
|   [[#Alchemy|Alchemy]]               ||  [[#Sneak|Sneak]]                 || [[#Enchant|Enchant]]&lt;br /&gt;
|-&lt;br /&gt;
|   [[#Decipher|Decipher]]              ||  [[#Track|Track]] (+Perc)         || [[#Resist|Resist]]&lt;br /&gt;
|-&lt;br /&gt;
|   [[#Disguise|Disguise]] (Stealth)    ||  [[#Trail|Trail]] (+Perc)         || [[#Ritual/Ceremony|Ritual/Ceremony]]&lt;br /&gt;
|-&lt;br /&gt;
|   [[#Heal|Heal]] (+Mani)          ||                        || [[#Spellcraft|Spellcraft]]&lt;br /&gt;
|-&lt;br /&gt;
|  [[#&amp;lt;Knowledge&amp;gt;|&amp;lt;Knowledge&amp;gt;]]            ||                        || [[#Use Magic Device|Use Magic Device]]&lt;br /&gt;
|-&lt;br /&gt;
|  [[#&amp;lt;Language&amp;gt;|&amp;lt;Language&amp;gt;]]             ||                        || &lt;br /&gt;
|-&lt;br /&gt;
|  [[#&amp;lt;Profession&amp;gt;|&amp;lt;Profession&amp;gt;]]           ||                        ||&lt;br /&gt;
|-&lt;br /&gt;
|  [[#Streetwise|Streetwise]] (+Comm)     ||                        ||&lt;br /&gt;
|-&lt;br /&gt;
|  ______________________ || ______________________ || _________________&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill&#039;&#039; implies a derived Attribute or other &#039;special&#039; skill (the only ones so far are defense and strength).  Read the individual descriptions for a more details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Skill&amp;gt; implies that the skill can be taken multiple times, with each instance of the skill applying to a new set, e.g. knowledge&amp;lt;arcana&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of ranks in any skill is equal to a character&#039;s level.  Whenever a character has 5 ranks in a skill, they receive a +1 synergy bonus to the attribute associated with that skill.  So, for example, taking five ranks in knowledge:arcana by 5th level will give a character a knowledge score of 1, +6 to knowledge:arcana roles and +1 to all other knowledge checks.&lt;br /&gt;
&lt;br /&gt;
This is functionally very similar to a character with an Intelligence of 12 and 5 ranks in knowledge:arcana.  Why change this from the current D20 system?  Well, for one thing, &#039;knowledge&#039; is much more well defined than &#039;intelligence&#039;.  Academics are still arguing over exactly what &#039;intelligence&#039; is, so it&#039;s not a very useful term to use in a game. &lt;br /&gt;
&lt;br /&gt;
Futhermore, many players have wizards running around with an Intelligence score of 18 or higher.  But most of them can&#039;t accurately roleplay a genius - and most of them aren&#039;t trying.  They just want their wizard to be able to cast spells as effectively as possible.&lt;br /&gt;
&lt;br /&gt;
The solution to this problem is: instead of skills being dependent on characteristics, make attributes dependent on skills.  This way, the game maintains elegant simplicity and becomes more focussed on the individual needs of the character.&lt;br /&gt;
&lt;br /&gt;
=Description of Attributes=&lt;br /&gt;
&lt;br /&gt;
* Athletics  -  in some ways replaces all three &#039;physical&#039; stats.  Base Athletics checks might be required for any sports or coordinated physical exertion (as opposed to Fort, which is for extreme physical exertion.  Sometimes both checks would have to be made)&lt;br /&gt;
&lt;br /&gt;
**  Strength  -  is a Derived Attribute.  It gains 1 point for each synergy point in Athletics and Fortitude, and a further point for each size category above medium (or -1 for each size smaller).  Strength does not directly affect combat - Strength is used to determine overall lifting capacity rather than explosive power.&lt;br /&gt;
&lt;br /&gt;
* Combat  -  see the [[Opend20:_Combat|Combat]] page for this information.&lt;br /&gt;
&lt;br /&gt;
* Communication  -  in many ways replaces Charisma.  Base Communication checks might be required in situations such as trying to convey a message to a complete foreigner, or if characters lack any of the appropriate communication skills for a given task.&lt;br /&gt;
&lt;br /&gt;
* Knowledge  -  in many ways replaces Intelligence.  Base Knowledge checks might be required for &#039;common knowledge&#039;, things that the characters could all be expected to know from living within the campaign world, that might not be immediately apparent to the Players.&lt;br /&gt;
&lt;br /&gt;
* Manipulation  -  in some ways replaces Dexterity.  Base Manipulation checks might be required for anything involving manual dexterity and fine motor skills (e.g. making sure not to break the fragile time-piece)&lt;br /&gt;
&lt;br /&gt;
* Perception  -  in some ways replaces Wisdom.  Base Perception checks are rare because skills such as &amp;lt;detect&amp;gt;, spot, search and sense motive cover most things&lt;br /&gt;
&lt;br /&gt;
* Perks  -  represent social advantages the character might have.  See individual Descriptions for details.  It would be rare to make a base &#039;Perks&#039; check, although it might be used to simulate a warm (or cold, if the check was failed) reception in a home town, etc.&lt;br /&gt;
&lt;br /&gt;
* Powers  -  are skills relating to Powers, particularly magical/mystical ones.  Base Powers Score represents &#039;innate magic/mystic potential&#039;, so could be very important in some games&lt;br /&gt;
&lt;br /&gt;
* Stealth  -  in some ways replaces Dexterity.  Base Stealth checks are rare because skills such as hide, sneak, etc are designed to cover all the different angles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Description of Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Access&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====Alchemy====&lt;br /&gt;
&lt;br /&gt;
====Animals====&lt;br /&gt;
&lt;br /&gt;
====Appraise====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Balance====&lt;br /&gt;
&lt;br /&gt;
====Bluff====&lt;br /&gt;
&lt;br /&gt;
====Bureaucratics====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charge====&lt;br /&gt;
&lt;br /&gt;
====Climb====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Contacts&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Dampen/Dispel====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Device&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====Decipher====&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Defense&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Detect&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====Diplomacy====&lt;br /&gt;
&lt;br /&gt;
====Disguise====&lt;br /&gt;
&lt;br /&gt;
====Dodge====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Enchant====&lt;br /&gt;
&lt;br /&gt;
====Escape====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fast Draw====&lt;br /&gt;
&lt;br /&gt;
====Forgergy====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gather Information====&lt;br /&gt;
&lt;br /&gt;
====Grapple====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Heal====&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Intimidate====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Knowledge&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Language&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====Lip Reading====&lt;br /&gt;
&lt;br /&gt;
====Listen====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Manoeuvre====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Membership&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====Multidexterity====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Obfuscate====&lt;br /&gt;
&lt;br /&gt;
====Open Locks====&lt;br /&gt;
&lt;br /&gt;
====Orate====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Patter(fast talk)====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Perform&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Play Instrument&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Profession&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Reputation&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&lt;br /&gt;
====Ride====&lt;br /&gt;
&lt;br /&gt;
====Ritual/Ceremony====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Search====&lt;br /&gt;
&lt;br /&gt;
====Sense Motive====&lt;br /&gt;
&lt;br /&gt;
====Sleight====&lt;br /&gt;
&lt;br /&gt;
====Spellcraft====&lt;br /&gt;
&lt;br /&gt;
====Spot====&lt;br /&gt;
&lt;br /&gt;
====Streetwise====&lt;br /&gt;
&lt;br /&gt;
====Sunder====&lt;br /&gt;
&lt;br /&gt;
====Swim====&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Track====&lt;br /&gt;
&lt;br /&gt;
====Trail====&lt;br /&gt;
&lt;br /&gt;
====Tumble====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Use Magic Device====&lt;br /&gt;
&lt;br /&gt;
====Use Rope====&lt;br /&gt;
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&lt;br /&gt;
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====&amp;lt;Wealth&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;Weapon&amp;gt;====&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Action_Points&amp;diff=16420</id>
		<title>Opend20: Action Points</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Action_Points&amp;diff=16420"/>
		<updated>2006-01-09T03:44:01Z</updated>

		<summary type="html">&lt;p&gt;Naranater: /* Mechanics of Action Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game System]]&lt;br /&gt;
[[category:OpenD20]]&lt;br /&gt;
&lt;br /&gt;
=Action Points=&lt;br /&gt;
&lt;br /&gt;
Action Points (AP) function as a universal pool for both in-game charge-limited powers and abilities, as well as out-game mechanical intervention on behalf on the player in order to advance the narrative or limit shortcomings due to character design and/or circumstance.&lt;br /&gt;
&lt;br /&gt;
That&#039;s quite a mouthful.  But AP are actually quite simple in practice.  The following section explains the use of AP, and comments on how they might be utilised by different types of players/characters.&lt;br /&gt;
&lt;br /&gt;
==Charges==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rungkor&#039;&#039; is a Babarian-turned-Paladin following the standard OGL D20 rules.  He can rage 2/day, smite evil 1/day, remove disease 1/day, turn undead 2/day, summon his mount about 1/day and cast a 0th level spell 1/day.  This system is neither simple nor elegant.  If recreated in OpenD20, &#039;&#039;Rungkor&#039;&#039; would have 6 different powers to represent these class abilities, and a pool of 7 AP with which to activate them.  If &#039;&#039;Rungkor&#039;s&#039;&#039; player chose to, the pool could be specialised (which costs less), so that there was a pool of 4 &#039;Barbarian Rage&#039; AP and a pool of 10 &#039;Holy Power&#039; AP.  It is entirely up to the player.&lt;br /&gt;
&lt;br /&gt;
Purchasing specialised Action Points costs half as much.  So, for every one Character Point spent on a specialised Action Point Pool (APP), you get two points in that pool.  The disadvantage of this is that specialised AP cannot be used for dramatic purposes (see next section) that don&#039;t relate directly to the specialisation.  For example, if &#039;&#039;Rungkor&#039;&#039; did not have an intimidate power, but wanted to simulate it using his two &#039;Barbarian Rage&#039; points, that would probably be okay (if the GM says so under the given circumstances).  But &#039;&#039;Rungkor&#039;&#039; could not use those points for &#039;dramatic editing&#039; if his player wanted to be able to communicate with some Orcs and had not purchased the appropriate language.&lt;br /&gt;
&lt;br /&gt;
==Dramatic Editing==&lt;br /&gt;
&lt;br /&gt;
Even the very best designed characters are occasionally going to be unable to perform mechanically what the Player was intending for cinematically.  There are just too many variables in roleplaying to be able to fit every contigency onto a character sheet that&#039;s at most a few pages long.&lt;br /&gt;
&lt;br /&gt;
To combat this, OD20 supports &#039;dramatic editing&#039;.  Players can subtract from their APP to adjust in-game variables in the following ways:&lt;br /&gt;
&lt;br /&gt;
*  Mechanically, to add or subtract from dice rolls (the exact amount per AP spent depends on the type of roll being made)&lt;br /&gt;
*  Mechanically, to gain temporary access to a skill or power that the character might reasonably be expected to be able to use (e.g. because the character is using wiki on their computer, they might spend AP to gain temporary access to a knowledge skill they had no ranks in) - GM arbitrates, of course.&lt;br /&gt;
*  Cinematically, to fugde the normal &#039;laws&#039; of the game, e.g. falling 20 stories and only spraining an ankle - the sort of thing that does &#039;&#039;occasionally&#039;&#039; happen in real life, but not with any regularity).&lt;br /&gt;
*  Cinematically, to make minor alterations to the history of the character/game in order to advance the plot of for purposes of simplicity (&amp;quot;Luckily for me, I spend 3AP and discover she had left the gun in the draw by mistake&amp;quot;; &amp;quot;Um...I spend 1AP because I took a french class in my last semester at Uni, so I know how to say &#039;Look out!&#039;&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics of Action Points==&lt;br /&gt;
&lt;br /&gt;
Action Points cost 10 Character Points each, or 5 Character Points for a specialised AP.  All characters receive 1 AP per level.&lt;br /&gt;
&lt;br /&gt;
==Recovery of Action Points==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Opend20:_Action_Points_Disadvantages|Disadvantages]]&lt;br /&gt;
* [[Opend20:_Action_Points_Panache|Panache]]&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Opend20:_Character_Creation&amp;diff=16419</id>
		<title>Opend20: Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Opend20:_Character_Creation&amp;diff=16419"/>
		<updated>2006-01-09T03:37:38Z</updated>

		<summary type="html">&lt;p&gt;Naranater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game System]]&lt;br /&gt;
[[category:OpenD20]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
Character Creation lies at the heart of any system.  The purpose of OpenD20 is to establish a character creation system that grants the maximum flexibility possible &#039;&#039;without&#039;&#039; sacrificing elegant simplicity.&lt;br /&gt;
&lt;br /&gt;
When designing a character, the following mechanics will help:&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
&lt;br /&gt;
Action points are the butter on the bread that is OpenD20.  By purchasing lots of action points, you create a character who can &#039;fudge&#039; the game play, move out of turn more often, and who is rarely left without the points to pay for their powers.  This kind of character (more often than not) will be younger or less experienced.  In fact, lots of action points might be the only thing your character brings to the party - a &#039;lucky&#039; character who just happened to get caught up in something much larger.  On the other hand, a character who has more skills and powers is going to be more solid and reliable - someone with more experience, perhaps an older character or the &#039;team leader&#039;.  &lt;br /&gt;
&lt;br /&gt;
When creating a character, decide whether you want them to be able to always perform to standard, until they run out of points, or if you would prefer to rely on your skills checks.  Read the [[Opend20:_Action_Points|Action Points]] section for more information.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
In OpenD20, practically everything is a skill!  Magic, Combat and &#039;Class&#039; abilities are all skills.  And because skills are grouped into synergised families, characters who focus more in a particular skill area develop exponentially higher skills.  In the current OGL D20 system, only pure-class spell casters can really be said to develop exponentially.  In OpenD20. this is true of all characters.  See the [[Opend20:_Attributes_and_Skill_Families|Skills]] section for more information&lt;br /&gt;
&lt;br /&gt;
Basing your character around a particular skill family is a good way to get started if you are stuck thinking up a character concept.  For example: Saide doesn&#039;t know what she wants her character to be.  She looks at the different skills available, and decides that she likes the idea of a very athletic character.  If she&#039;s going to be taking lots of ranks in skills like riding and swimming, her character might be an out-doorsy type.  Already, Saide has lots more ideas for how to develope her character.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
The Powers made available in each campaign or setting is what allows OpenD20 to be generic/universal and still maintain a uniform sense of flavour in the game.  The GM will make up a list of Powers using the Power Creation System.  So, for example, teleportation and highly-magical powers might not be appropriate for a pulp-action game, but player would have an immediate sense of the style by looking at a list of powers incorporating concealed guns and sleuthing.  The Powers List might also provide stimulous for character creation. See [[Opend20:_Sample_Powers_Lists|Sample Powers Lists]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Points=&lt;br /&gt;
&lt;br /&gt;
A character receives 10 character points per level (plus one Action Point). All characters have 10 Wound Points and 10 Vitality Points at first level (this replaces the &#039;at death&#039;s door&#039; rule, going down to -10 hp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*  Action Points cost 10 CP each (or five for &#039;specialised AP&#039;; see [[Opend20:_Action_Points|Action Points]] for more information&lt;br /&gt;
&lt;br /&gt;
*  Cost of Powers varies; see [[Opend20:_Powers|Powers]] and [[Opend20:_Sample_Powers_Lists|Sample Powers Lists]] for more information&lt;br /&gt;
&lt;br /&gt;
*  Saving Throws cost 2 CP each&lt;br /&gt;
&lt;br /&gt;
*  Skill Points cost 1 CP each&lt;br /&gt;
&lt;br /&gt;
*  Vitality Points cost 1 CP each&lt;br /&gt;
&lt;br /&gt;
*  Wound Points cost 5 CP each  (this might be too expensive, play-testing will tell)&lt;/div&gt;</summary>
		<author><name>Naranater</name></author>
	</entry>
</feed>