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		<title>CounterSpelling Bee</title>
		<link>http://straneworld.wordpress.com/2009/05/31/counterspelling-bee/</link>
		<comments>http://straneworld.wordpress.com/2009/05/31/counterspelling-bee/#comments</comments>
		<pubDate>Sun, 31 May 2009 15:45:03 +0000</pubDate>
		<dc:creator>tallghost</dc:creator>
				<category><![CDATA[Magic]]></category>

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		<description><![CDATA[Making Counterspelling more interesting. <a href="http://straneworld.wordpress.com/2009/05/31/counterspelling-bee/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=straneworld.wordpress.com&amp;blog=7967855&amp;post=32&amp;subd=straneworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>GAH!!! Counterspells are such a great idea that got turned annoying and useless somewhere along the line. Let&#8217;s look at the SRD so you can see what I&#8217;m talking about:</p>
<p><span style="color:#0000ff;">COUNTERSPELLS</span></p>
<p><span style="color:#0000ff;">It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.</span></p>
<p><a id="how-counterspells-work"><span style="color:#0000ff;"> </span></a></p>
<p><span style="color:#0000ff;"><strong>How Counterspells Work</strong>: To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.)</span></p>
<p><span style="color:#0000ff;">If the target of your counterspell tries to cast a spell, make a </span><a href="http://straneworld.wordpress.com/wp-admin/skillsAll.html#spellcraft"><span style="color:#0000ff;">Spellcraft</span></a><span style="color:#0000ff;"> check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.</span></p>
<p><span style="color:#0000ff;">To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.</span></p>
<p><a id="counterspelling-metamagic-spells"><span style="color:#0000ff;"> </span></a></p>
<p><span style="color:#0000ff;"><strong>Counterspelling Metamagic Spells</strong>: Metamagic feats are not taken into account when determining whether a spell can be countered</span></p>
<p><a id="coiunterspelling-specific-exceptions"><span style="color:#0000ff;"> </span></a></p>
<p><span style="color:#0000ff;"><strong>Specific Exceptions</strong>: Some spells specifically counter each other, especially when they have diametrically opposed effects.</span></p>
<p><a id="dispel-as-a-counterspell"><span style="color:#0000ff;"> </span></a></p>
<p><span style="color:#0000ff;"><strong>Dispel Magic as a Counterspell</strong>: You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell (see the spell description).</span></p>
<p><span style="color:#000000;">So, in other words, if I want to stop someone from whipping a whammy at me, I have to (1) identify the spell, then (2) <em>happen to have the exact same spell ready for casting!</em>This is so useless. I would make may change so that one only needs have spell of the same level prepared. The text would look something like this:</span></p>
<p><span style="color:#008000;"><strong>How Counterspells Work</strong>: To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.)</span></p>
<p><span style="color:#008000;">If the target of your counterspell tries to cast a spell, make a </span><a href="http://straneworld.wordpress.com/wp-admin/skillsAll.html#spellcraft"><span style="color:#008000;">Spellcraft</span></a><span style="color:#008000;"> check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.</span></p>
<p><span style="color:#008000;">To complete the action, you must then release spell energy of the same level and type (arcane or divine) as the spell you wish to counter. You effectively lose the appropriate spell slot for the day. If the target is within range, both spells automatically negate each other with no other results.</span></p>
<p><span style="color:#008000;"><strong>Counterspelling Metamagic Spells</strong>: If a spell&#8217;s level is raised by a metamagic feat, then it takes a spell slot of the modified level in order to counterspell it. </span></p>
<p><span style="color:#000000;">Tis last bit at least makes Metamagic seem a little more useful, but I will whine about that in a later post.</span></p>
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			<media:title type="html">tallghost</media:title>
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		<title>House Rule #2</title>
		<link>http://straneworld.wordpress.com/2009/05/31/house-rule-2/</link>
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		<pubDate>Sun, 31 May 2009 15:21:53 +0000</pubDate>
		<dc:creator>tallghost</dc:creator>
				<category><![CDATA[House Rules]]></category>
		<category><![CDATA[Leveling Up]]></category>

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		<description><![CDATA[A quick word about leveling and HP <a href="http://straneworld.wordpress.com/2009/05/31/house-rule-2/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=straneworld.wordpress.com&amp;blog=7967855&amp;post=29&amp;subd=straneworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>When leveling up, a roll of less than half on your HD earns you an automatic re-roll.  Nothing suck like earningyourself a whole 1 HP for managing to survive all that time.</p>
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			<media:title type="html">tallghost</media:title>
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		<title>A Look At Halflings</title>
		<link>http://straneworld.wordpress.com/2009/05/31/a-look-at-halflings/</link>
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		<pubDate>Sun, 31 May 2009 14:57:51 +0000</pubDate>
		<dc:creator>tallghost</dc:creator>
				<category><![CDATA[Races]]></category>
		<category><![CDATA[Halfling]]></category>

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		<description><![CDATA[Some thoughts on the crunch surrounding the halfling race. <a href="http://straneworld.wordpress.com/2009/05/31/a-look-at-halflings/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=straneworld.wordpress.com&amp;blog=7967855&amp;post=25&amp;subd=straneworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Halflings are weird critters, let&#8217;s face it, they&#8217;re really just hobbits with a name change.</p>
<p>The real problem is, with  few Tolkinean exceptions, hobbits make horrible adventurers. They want to say at home and munch on things, and drink stuff, and snuggle in front of the fire. They aren&#8217;t interested in saving the world.  Or even the next town over. Heck, they aren&#8217;t even very good at saving their own town, except for the above mentioned few exceptions.</p>
<p>So the concept of the Halfling has evolved over time, making them less like  Hobbits, and more like Kender. They are quicker and more agile, they are known for their curiosity and social skills. I am all for this shift.</p>
<p>The <span style="color:#0000ff;">SRD gives us the following crunch on the halfling race</span>, with <span style="color:#008000;">my thoughts added in</span>:</p>
<ul>
<li><span style="color:#0000ff;">+2 Dexterity, –2 Strength. <span style="color:#008000;">I would like to see a bonus to CHA here, as well, to show the Halfing&#8217;s social side. Would +1 DEX, +1 CHA, -2 STR be too little a trade? or maybe +2 DEX, +2CHA, -2STR, -2CON?</span></span></li>
<li><span style="color:#0000ff;">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 </span><span style="color:#0000ff;"><strong>Hide</strong></span><span style="color:#0000ff;"><strong> </strong>checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. <span style="color:#008000;">Yup, tiny is as tiny does.</span></span></li>
<li><span style="color:#0000ff;">Halfling base land speed is 20 feet. <span style="color:#008000;">Tiny legs? Check.</span></span></li>
<li><span style="color:#0000ff;">+2 racial bonus on </span><span style="color:#0000ff;"><strong>Climb</strong></span><span style="color:#0000ff;">, </span><span style="color:#0000ff;"><strong>Jump</strong></span><span style="color:#0000ff;">, and </span><span style="color:#0000ff;"><strong>Move Silently</strong></span><span style="color:#0000ff;"> checks.<span style="color:#008000;">Here&#8217;s where the changes away from hobbit take place, current halflings are like little gymnasts! Climb and Move Silently I can accept, but jump? Their legs are too short to run well, but they can jump better? this doesn&#8217;t make sense to me. </span></span></li>
<li><span style="color:#0000ff;">+1 racial bonus on all saving throws. <span style="color:#008000;">WTF?!? Why the heck should this be?They are small and curious, not stout and hearty, like the dwarfs. I say it goes.</span></span></li>
<li><span style="color:#0000ff;">+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. <span style="color:#008000;">I like the save vs. fear. It fits against the new fearless halfling. Hobbits would be afraid of their own shadow.</span></span></li>
<li><span style="color:#0000ff;">+1 racial bonus on attack rolls with thrown weapons and slings.<span style="color:#008000;">Sure, little guys have to be good at a distance, it makes sense. Plus, it ties in with their nimbleness.</span></span></li>
<li><span style="color:#0000ff;">+2 racial bonus on </span><span style="color:#0000ff;"><strong>Listen</strong></span><span style="color:#0000ff;"> checks. <span style="color:#008000;">WHY? Does having your ears closer to the ground make you hear better? I think this would be better off as a bonus to <strong>Diplomacy</strong>, to reflect their social nature.</span></span></li>
<li><span style="color:#0000ff;">Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.</span></li>
<li><span style="color:#0000ff;">Favored Class: </span><span style="color:#0000ff;">Rogue</span><span style="color:#0000ff;">. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. <span style="color:#008000;">Possibly add Bard.</span></span></li>
</ul>
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			<media:title type="html">tallghost</media:title>
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		<title>HP and Pain</title>
		<link>http://straneworld.wordpress.com/2009/05/31/hp-and-pain/</link>
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		<pubDate>Sun, 31 May 2009 02:17:37 +0000</pubDate>
		<dc:creator>tallghost</dc:creator>
				<category><![CDATA[Combat]]></category>
		<category><![CDATA[Conditions]]></category>
		<category><![CDATA[HP]]></category>

		<guid isPermaLink="false">http://straneworld.wordpress.com/?p=16</guid>
		<description><![CDATA[A few thoughts on adding consequences to battle. <a href="http://straneworld.wordpress.com/2009/05/31/hp-and-pain/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=straneworld.wordpress.com&amp;blog=7967855&amp;post=16&amp;subd=straneworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>One of the points that has always bothered me about D&amp;D has been the hit point system.  The thing that sticks in my craw is summed up in the first sentence under the topic in the SRD:</p>
<p><span style="color:#0000ff;">Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn’t hindered in any way until your hit points drop to 0 or lower.</span></p>
<p><span style="color:#000000;">This kind of bothers me in that a warrior who is 1 point away from dropping over has the same speed, strength, and bravery as if he were fully rested and ready to attack.</span></p>
<p><span style="color:#000000;">The Unearthed Arcana section of <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedInjury.html" target="_blank">the SRD offers up some suggestions here</a>, but I&#8217;m not sure how much I like them. I think they&#8217;re a good starting point for musings, though.  The one section that interests me is the idea of playing with the massive damage rules. </span></p>
<p><span style="color:#000000;">The normal massive damage rules state:</span></p>
<p><span style="color:#0000ff;"><strong>Massive Damage</strong>: If you ever sustain a single attack deals 50 points of damage or more and it doesn’t kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you die regardless of your current hit points. If you take 50 points of damage or more from multiple attacks, no one of which dealt 50 or more points of damage itself, the massive damage rule does not apply.</span></p>
<p><span style="color:#000000;">The point is, a mighty enough blow can kill an opponent outright. But I don&#8217;t ant to kill people outright, I just want them to feel at thought they&#8217;re running the risk of getting jacked up.  this means two things (1) my rule doesn&#8217;t need to apply to overly powerful blows only and (2) the penalty for being hit doesn&#8217;t need to be death. </span></p>
<p><span style="color:#000000;">So here are my thoughts. Let&#8217;s lessen the necessary power of the blow, to points of damage equal to a character&#8217;s CON score. Con, after all, is supposed to be a measure of the kind of punishment your character can take.  This will, granted, make getting injured easier or at least more common at higher levels, but it will be easier to save against as well.</span></p>
<p><span style="color:#000000;">O.K. so we have a target number for when this takes effect. Now what is the effect? Well, my current thought is, why not make a new condition called <strong>injured</strong>. An injured character takes a –1 penalty on all rolls.</span></p>
<p><span style="color:#000000;">So currently I would end up with this:</span></p>
<p><span style="color:#008000;">Any time a character takes damage equal or grater to his injury threshold (Con) he must make a DC15 Fort save or become <strong>injured</strong>.  An <strong>injured</strong> character takes a –1 penalty on attack rolls, saving throws, skill checks, and ability checks.</span></p>
<p><span style="color:#000000;">I can think of two immediately remaining questions:</span></p>
<p><span style="color:#000000;">(1) Should the effects of multiple injured conditions stack?</span></p>
<p><span style="color:#000000;">(2) Should there be some way of  shrugging off an injury in the heat of battle, such as resting for a turn?</span></p>
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		<title>A Look at Elves</title>
		<link>http://straneworld.wordpress.com/2009/05/30/a-look-at-elves/</link>
		<comments>http://straneworld.wordpress.com/2009/05/30/a-look-at-elves/#comments</comments>
		<pubDate>Sat, 30 May 2009 22:11:25 +0000</pubDate>
		<dc:creator>tallghost</dc:creator>
				<category><![CDATA[Races]]></category>
		<category><![CDATA[Elf]]></category>

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		<description><![CDATA[A quick look at some of the crunch for the elven race. <a href="http://straneworld.wordpress.com/2009/05/30/a-look-at-elves/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=straneworld.wordpress.com&amp;blog=7967855&amp;post=9&amp;subd=straneworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Like all races, the SRD only offers crunch on Elves. Thank God. This race needs some tweaking.</p>
<p>The thumbnail text on the <a href="http://en.wikipedia.org/wiki/Elf" target="_blank">Wikipedia page on elves</a> gives us this:</p>
<p><em><span style="color:#808080;">An <strong>elf</strong> is a creature of </span></em><em><span style="color:#808080;">Germanic mythology</span></em><em><span style="color:#808080;">. The elves were originally thought of as a race of minor nature and fertility </span></em><em><span style="color:#808080;">gods</span></em><em><span style="color:#808080;">, who are often pictured as youthful-seeming men and women of great beauty living in </span></em><em><span style="color:#808080;">forests</span></em><em><span style="color:#808080;"> and underground places and </span></em><em><span style="color:#808080;">caves</span></em><em><span style="color:#808080;">, or in wells and springs. They have been portrayed to be long-lived or </span></em><em><span style="color:#808080;">immortal</span></em><em><span style="color:#808080;"> and as beings of </span></em><em><span style="color:#808080;">magical</span></em><em><span style="color:#808080;"> powers.</span></em></p>
<p>I would like to bring that link to nature back to the forefront, by changing a few things up. <span style="color:#0000ff;">The SRD presents the following rules</span>, and <span style="color:#008000;">I have added my comments</span>:</p>
<li><span style="color:#0000ff;">+2 Dexterity, –2 Constitution. <span style="color:#008000;">I don&#8217;t necessarily have a problem with this, swift but fragile is a nice balance. I kind of want to throw in a + to CHA, to account for innate elven beauty, but that might be too unbalancing.</span></span></li>
<li><span style="color:#0000ff;">Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. <span style="color:#008000;">No problems here.</span></span></li>
<li><span style="color:#0000ff;">Elf base land speed is 30 feet. <span style="color:#008000;">O.K.</span></span></li>
<li><span style="color:#0000ff;">Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. <span style="color:#008000;">This plays into the idea of elves being enchanters themselves. Maybe this would be a place to add a bonus to reflect the idea mentioned above under abilities?</span></span></li>
<li><a id="elf-low-light-vision"></a><span style="color:#0000ff;">Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. <span style="color:#008000;">Meh, they live in the forest, this makes sense to me.</span></span></li>
<li><span style="color:#0000ff;">Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. <span style="color:#008000;">Longsword always struck me as weird, since most artists picture elven blades as slim, curving things, (think of legolas&#8217; swords in LoTR) not big ol&#8217; hack-sticks. I would change that to scimitar.</span> </span></li>
<li><span style="color:#0000ff;">+2 racial bonus on Listen, Search, and Spot checks. 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. <span style="color:#008000;">What the heck is up with this last bit? Having pointy ears doesn&#8217;t make you a super detective. I say the secret or concealed door crap goes. The bonuses could be argued for, since an elf is in tune with nature and thus his surroundings.</span></span></li>
<li><span style="color:#0000ff;">Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. <span style="color:#008000;">Why not?</span></span></li>
<li><span style="color:#0000ff;">Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. <span style="color:#008000;">I want to bring the nature back to the elves, but not separate them completely from magic. I say the favored class should be Druid, or perhaps Druid and Ranger.</span></span></li>
<li><span style="color:#0000ff;"><span style="color:#008000;">For the purpose of bringing the nature magic back to the elves, I would like to add in the idea that elven acrane casters have access to divine spells from the nature domain.</span></span></li>
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		<title>Flaws Rules</title>
		<link>http://straneworld.wordpress.com/2009/05/30/flaws-rules/</link>
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		<pubDate>Sat, 30 May 2009 21:25:36 +0000</pubDate>
		<dc:creator>tallghost</dc:creator>
				<category><![CDATA[Flaws]]></category>

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		<description><![CDATA[A quick look at the Flaw concept. <a href="http://straneworld.wordpress.com/2009/05/30/flaws-rules/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=straneworld.wordpress.com&amp;blog=7967855&amp;post=7&amp;subd=straneworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>My group has fully embraced the idea of flaws. It was introduced to us in the 3.5 book Unearthed Arcana, and was luckily added to the OGC.  <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedFlaws.html" target="_blank">(you can find an SRD summary here)</a> </p>
<p>We are however, open to new and interesting flaws, so there may be occasional updates listing new flaws.</p>
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		<title>House Rules #1</title>
		<link>http://straneworld.wordpress.com/2009/05/30/house-rules-1/</link>
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		<pubDate>Sat, 30 May 2009 21:18:53 +0000</pubDate>
		<dc:creator>tallghost</dc:creator>
				<category><![CDATA[Healing]]></category>
		<category><![CDATA[House Rules]]></category>

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		<description><![CDATA[A quick rule on magical healing. <a href="http://straneworld.wordpress.com/2009/05/30/house-rules-1/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=straneworld.wordpress.com&amp;blog=7967855&amp;post=4&amp;subd=straneworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>When administering magical healing, you ALWAYS get to reroll  on a 1. Nothing sucks more than wasting a spell (or your last chance at life) on a 1. What kind of suck god only gives you that much healing power anyway?  The kind that wants their clerics to be openly mocked, that&#8217;s what kind.</p>
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		<title>Hello world!</title>
		<link>http://straneworld.wordpress.com/2009/05/30/hello-world/</link>
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		<pubDate>Sat, 30 May 2009 20:56:00 +0000</pubDate>
		<dc:creator>tallghost</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[This started out as an idea to make my own campaign world for D&#38;D’s 3.5 rules. I won’t use this time to trash 4th edition D&#38;D. I’m not sold on the idea that it is evil. But when My group &#8230; <a href="http://straneworld.wordpress.com/2009/05/30/hello-world/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=straneworld.wordpress.com&amp;blog=7967855&amp;post=1&amp;subd=straneworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This started out as an idea to make my own campaign world for D&amp;D’s 3.5 rules.</p>
<p>I won’t use this time to trash 4<sup>th</sup> edition D&amp;D. I’m not sold on the idea that it is evil. But when My group played it, it wasn’t for us, for whatever reasons.  Maybe someday we’ll try it again and like it, but it won’t be right now.  We decided to head back to 3.5</p>
<p>When we got there though, we found that Piazo was making their own changes to the rules, a kind of evolutionary step to 3.5, so why not try that? We did, and we enjoyed it. We were playing the game we loved again, and trying out some different trick along the way. Yay Piazo, yay Pathfinder!</p>
<p>Pathfinder was and is, pretty cool. As we played, I began to think about the way I would build a world. Thoughts that had surfaced and resurfaced over and over again during my long career as a gamer. I told my group I wanted to make a new campaign world. They said “Awesome! Along the way, why don’t we tweak some things….”</p>
<p>So this is where I’m at, making my own mutation of the 3.5 OGL rules, for my home campaign.  This site is made for my group to toss around ideas and concepts and for me to have an easier time keeping track of things.</p>
<p>If you’ve stumbled upon it by accident or through some kind of weird accident, welcome, and don’t be afraid to comment, I’ll welcome the input.</p>
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