<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-38153766</id><updated>2011-11-08T03:10:28.325-08:00</updated><title type='text'>Bluvardy</title><subtitle type='html'>Bluebear's variant of "Original D&amp;D"</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Bluebear Jeff</name><uri>http://www.blogger.com/profile/05171345165563779232</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_7OEFznLfWYs/TILbdA5CI4I/AAAAAAAAAAM/KFadWmfRlV0/S220/bearshaw.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>16</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-38153766.post-6231805684613804494</id><published>2011-10-15T00:47:00.000-07:00</published><updated>2011-10-15T01:12:48.126-07:00</updated><title type='text'>Cost of Living &amp; Servants</title><content type='html'>Fangharm (my world) uses silver not gold as the standard for prices.  And, by the way, characters will each start with no equipment save the clothes on their backs, a belt knife, a spell or prayer book if appropriate and 3d10 x 10 "silver pennies" (think dimes) worth of coins.&lt;br /&gt;&lt;br /&gt;They do NOT start with any other weapons or armor . . . but will be near a town where they might shop to find something.&lt;br /&gt;&lt;br /&gt;Rather than have Characters try to keep track of every little living expense, the basic cost of living in town will be twice their level in silver per day.  This does NOT include visiting a tavern to "pump the locals" and search out information.  This will double their daily cost (or more depending upon locale).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Servants&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Should a Character wish to hire a servant (recommended), they will be able to locate a reliable loyal "normal man" (or woman).  That is to say that their stats will be pretty average (pre-rolled on 1d6 + 2dAv).  A servant will cost the Player one more silver per day when in town . . .  more while adventuring.&lt;br /&gt;&lt;br /&gt;They are not "Player Characters" and don't fall into any of the main Character Classes.  Nor do they accrue "experience" or new levels.&lt;br /&gt;&lt;br /&gt;Servants are NPCs under the control of the Player.  They fight as "Normal Men" and have only one "Primary Weapon" with all others being at a -2 to hit.  Their Hit Points are equal to their Constitution score (without bonuses).  Their Primary Weapon will do 1d6 of damage (plus any Strength bonuses).  All other weapons will do 1d3 damage.&lt;br /&gt;&lt;br /&gt;Players will dice from a list of pre-generated servants twice and may select which one they prefer.  They may then flip/flop any two of the six generated character stats.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: right;"&gt;-- Jeff&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-6231805684613804494?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/6231805684613804494/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=6231805684613804494' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/6231805684613804494'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/6231805684613804494'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2011/10/cost-of-living-servants.html' title='Cost of Living &amp; Servants'/><author><name>Bluebear Jeff</name><uri>http://www.blogger.com/profile/05171345165563779232</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_7OEFznLfWYs/TILbdA5CI4I/AAAAAAAAAAM/KFadWmfRlV0/S220/bearshaw.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-7829769876216831394</id><published>2011-10-07T03:43:00.000-07:00</published><updated>2011-10-07T12:15:12.109-07:00</updated><title type='text'>Experience Charts</title><content type='html'>Here is at least the first draft of how much experience is needed to reach a new level.  As you can see, Fighters, Clerics and Rogues all advance at the same rate.&lt;br /&gt;&lt;br /&gt;Of course Clerics and Fighters weren't that far apart in OD&amp;amp;D; but you might notice that Rogues do not advance as quickly as Thieves did in OD&amp;amp;D.  Well Rogues are a cross between Thieves and Fighters.  They get to fight better and have better hit points than OD&amp;amp;D Thieves.  Anyway I've  set it like this for now:&lt;br /&gt;&lt;br /&gt;&lt;table style="text-align: left; margin-left: auto; margin-right: auto;" border="6" cellpadding="5"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;Experience&lt;br /&gt;Level &lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt;  &lt;td style="text-align: center; font-weight: bold;"&gt; Fighters,&lt;br /&gt;Rogues,&lt;br /&gt;Clerics &lt;/td&gt; &lt;td&gt;&lt;div style="text-align: center;"&gt; &lt;span style="font-weight: bold;"&gt;Magic &lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Users&lt;/span&gt;&lt;/div&gt; &lt;/td&gt; &lt;td&gt; &lt;span style="font-weight: bold;"&gt;Swordmages &lt;/span&gt;&lt;/td&gt; &lt;/tr&gt;  &lt;tr&gt;&lt;td style="text-align: center;"&gt;1st &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 0 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 0 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 0 &lt;/td&gt; &lt;/tr&gt;  &lt;tr&gt; &lt;td style="text-align: center;"&gt; 2nd &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 2,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 2,500 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 4,000 &lt;/td&gt; &lt;/tr&gt;   &lt;tr&gt; &lt;td style="text-align: center;"&gt; 3rd &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 4,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 5,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 8,000 &lt;/td&gt; &lt;/tr&gt;   &lt;tr&gt;  &lt;td style="text-align: center;"&gt; 4th &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 8,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 10,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 15,000 &lt;/td&gt; &lt;/tr&gt;   &lt;tr&gt; &lt;td style="text-align: center;"&gt; 5th &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 15,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 20,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 30,000 &lt;/td&gt; &lt;/tr&gt;   &lt;tr&gt; &lt;td style="text-align: center;"&gt; 6th &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 30,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 40,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 50,000 &lt;/td&gt; &lt;/tr&gt;   &lt;tr&gt; &lt;td style="text-align: center;"&gt; 7th &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 50,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 75,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 100,000 &lt;/td&gt; &lt;/tr&gt;   &lt;tr&gt; &lt;td style="text-align: center;"&gt; 8th &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 100,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 150,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 200,000 &lt;/td&gt; &lt;/tr&gt;   &lt;tr&gt; &lt;td style="text-align: center;"&gt; 9th &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 200,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 250,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 300,000 &lt;/td&gt; &lt;/tr&gt;   &lt;tr&gt; &lt;td style="text-align: center;"&gt; 10th &lt;/td&gt; &lt;td style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td style="text-align: center;"&gt; 300,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 400,000 &lt;/td&gt; &lt;td style="text-align: center;"&gt; 500,000 &lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;That is what I am thinking about at least for now . . . things might change but this is at least a starting point.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: right;"&gt;-- Jeff&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-7829769876216831394?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/7829769876216831394/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=7829769876216831394' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/7829769876216831394'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/7829769876216831394'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2011/10/experience-charts.html' title='Experience Charts'/><author><name>Bluebear Jeff</name><uri>http://www.blogger.com/profile/05171345165563779232</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_7OEFznLfWYs/TILbdA5CI4I/AAAAAAAAAAM/KFadWmfRlV0/S220/bearshaw.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-4452465769968814283</id><published>2010-09-06T21:19:00.000-07:00</published><updated>2010-09-06T21:21:09.996-07:00</updated><title type='text'>Temples, Churches and Shrines</title><content type='html'>There will be three different sizes/types of religious buildings common in Bluvardy.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Temples&lt;/span&gt; --  While temples are devoted to a particular deity, they will have an area where other members of their pantheon may be worshiped (although there will be no clerics for them).  Major cities might have 1-3 temples for the common pantheons -- each with 5-10 clerics/acolytes (1d6 +4).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Churches&lt;/span&gt; -- A church will be devoted solely to a particular diety.  There will be no areas set aside for other deities of their pantheon.  There may be 1dAv churches for a popular pantheon in major cities -- each of which would commonly have 1dAv clerics/acolytes.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Shrines&lt;/span&gt; --  There are frequently small shrines for some of those deities of a pantheon for whom neither a church nor a temple is present.  Shrines may or may not have any clerics/acolytes or mere worshipers "in residence".&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-4452465769968814283?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/4452465769968814283/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=4452465769968814283' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/4452465769968814283'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/4452465769968814283'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2010/09/temples-churches-and-shrines.html' title='Temples, Churches and Shrines'/><author><name>Bluebear Jeff</name><uri>http://www.blogger.com/profile/05171345165563779232</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_7OEFznLfWYs/TILbdA5CI4I/AAAAAAAAAAM/KFadWmfRlV0/S220/bearshaw.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-117369153788088379</id><published>2007-03-12T02:42:00.000-07:00</published><updated>2010-05-04T01:37:55.428-07:00</updated><title type='text'>Languages and Literacy</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="color: #009900; font-style: italic;"&gt;(note -- article re-written on May 3, 2010)&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 130%;"&gt;&lt;br /&gt;&lt;/span&gt;First, forget about "Common".  In Bluvardy, "Common" (as a language) means a pidgin trade lingo for usable for basic communication.  "&lt;span style="font-style: italic;"&gt;How much?&lt;/span&gt;" (along with hand gestures) isn't too far from as sophisticated as it gets.  &lt;b&gt;Mergan&lt;/b&gt; is the "trade lingo" of the area that the Charactes will start in.&lt;br /&gt;&lt;br /&gt;In Bluvardy, characters all know their "&lt;span style="font-style: italic;"&gt;milk language&lt;/span&gt;" and Mergan plus some others.  They will know their  "&lt;span style="font-style: italic;"&gt;milk language&lt;/span&gt;" at the higher of their INT or WIS stats (examples, Qeel 12 or Snero 13).&lt;br /&gt;&lt;br /&gt;Mergan will be known at one point less if their "&lt;span style="font-style: italic;"&gt;milk language&lt;/span&gt;" was from the Mergan group; if it was not, Mergan will be known at three points less (examples Qeel 12 = Mergan 11, Snero 13 = Mergan 10).&lt;br /&gt;&lt;br /&gt;All Characters may know up to four other languages (plus any INT bonuses).  No language may be known at a better rate than their "&lt;span style="font-style: italic;"&gt;milk language&lt;/span&gt;".&lt;br /&gt;&lt;br /&gt;Characters should list their languages in descending order (i.e., each one will be less well-known than the previous one.&amp;nbsp; Ignoring Mergan for the moment, Characters start with their milk language at the better of their INT or WIS score.&amp;nbsp; The next language that they know will be at one point less than their milk language IF it is in the same "Alphabet Group" OR two points less if it is from another Alphabet Group.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(For example -- the Snero 13, Mergan 10 character could choose his next language to be Brovish 11 (since it is in a different Alphabet Group) or something like Onaks 12 (because it is in the same Alphabet Group as Snero).&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Thus the general rule is that the next language will be one point lower if you already know that alphabet; or two points lower if it is a new alphabet to the character . . . and remember that Mergan (even though it is ignored for the language sequence) does mean that you can read the Mergan Alphabet.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Often several different languages use the same alphabet (think English, French and Latin, etc. for example).  If your character knows the alphabet, he/she may read what is written. And if they don't know the particular language, they can attempt to sound words out but won't know what they mean.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;b&gt;Here are some common "tongues" in Bluvardy:&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;span style="color: black;"&gt;&lt;b&gt;  &lt;/b&gt;&lt;li&gt;&lt;b&gt; MERGAN ALPHABET GROUP:   &lt;/b&gt;&lt;br /&gt;&lt;b&gt; &lt;/b&gt; &lt;br /&gt;&lt;ul&gt;&lt;b&gt;   &lt;/b&gt;&lt;li&gt;&lt;b&gt; Mergan -- &lt;/b&gt;common "trade language" of the area&lt;/li&gt;&lt;li&gt;&lt;span style="color: black;"&gt;&lt;span style="font-weight: bold;"&gt;Tilan&lt;/span&gt; -- "dead" language used by spellcasters&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Izzo -- &lt;/b&gt;Human language of the Izzo Clan&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Qeel -- &lt;/b&gt;Human language of the Qeel Clan&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Utti -- &lt;/b&gt;Human language of the Utti Clan&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Xelt -- &lt;/b&gt;Human language of the Xelt Cla&lt;b&gt;n&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Yarp -- &lt;/b&gt;Human language of the Yarp Clan&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Zuff -- &lt;/b&gt;Human language of the Zuff Clan&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;     &lt;/b&gt;   &lt;/li&gt;&lt;li&gt;&lt;b&gt;RUNIC ALPHABET GROUP:   &lt;/b&gt;&lt;br /&gt;&lt;b&gt; &lt;/b&gt; &lt;br /&gt;&lt;ul&gt;&lt;b&gt;   &lt;/b&gt;&lt;li&gt;&lt;b&gt; Runic -- &lt;/b&gt;"dead" language used by spellcasters&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Snero -- &lt;/b&gt;Human language of the Snero Clans&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Onaks -- &lt;/b&gt;Hobbit language&lt;/li&gt;&lt;li&gt;&lt;b&gt;Rokish -- &lt;/b&gt;Warf language (part-dwarf)&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Irontongue -- &lt;/b&gt;Dwarvish language&amp;nbsp;&lt;/li&gt;&lt;li&gt;&lt;span style="color: black;"&gt;&lt;/span&gt;&lt;/li&gt;&lt;span style="color: black;"&gt;&lt;li&gt;&lt;b&gt;Gelvish -- &lt;/b&gt;language of the Gelfs&lt;b&gt; &lt;/b&gt;&lt;/li&gt;&lt;/span&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Taltish&lt;/span&gt; -- language of the Jantz&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Falgtongue&lt;/span&gt; -- language of the Vrall&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;b&gt;&lt;/b&gt;   &lt;/li&gt;&lt;li&gt;&lt;b&gt; KREGE ALPHABET GROUP:   &lt;/b&gt;&lt;br /&gt;&lt;b&gt; &lt;/b&gt; &lt;br /&gt;&lt;ul&gt;&lt;b&gt;   &lt;/b&gt;&lt;li&gt;&lt;b&gt; Krege -- &lt;/b&gt;"dead" language used by spellcasters  &lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Grenis -- &lt;/b&gt;language used by Dryads, Fauns and others&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Eqwa -- &lt;/b&gt;Centaur language&lt;b&gt;  &lt;/b&gt;&lt;br /&gt;&lt;b&gt; &lt;/b&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;     &lt;/b&gt;   &lt;/li&gt;&lt;li&gt;&lt;b&gt; ELDISH ALPHABET GROUP:   &lt;/b&gt;&lt;br /&gt;&lt;b&gt; &lt;/b&gt; &lt;br /&gt;&lt;ul&gt;&lt;b&gt;   &lt;/b&gt;&lt;li&gt;&lt;b&gt;   Eldish -- &lt;/b&gt;High Elven language&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;   Sylvish -- &lt;/b&gt;Wood Elf language&lt;b&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;   Brovish -- &lt;/b&gt;language of other Elvish types (including Common Elves)&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;   Wyrdish -- &lt;/b&gt;Faerie language&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Yalfish&lt;/span&gt; -- Half-Elven language&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: black;"&gt;&lt;b&gt;ELIN ALPHABET GROUP:   &lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;  &lt;b&gt; &lt;/b&gt;&lt;/span&gt; &lt;br /&gt;&lt;ul&gt;&lt;span style="color: black;"&gt;&lt;b&gt;   &lt;/b&gt;&lt;li&gt;&lt;b&gt; Elin -- &lt;/b&gt;"dead" language used by spellcasters&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Saurg -- &lt;/b&gt;Desert Saurig language &lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Swaash -- &lt;/b&gt;Marsh Saurig language&lt;br /&gt;&lt;/li&gt;&lt;/span&gt;&lt;/ul&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;   &lt;/li&gt;&lt;li&gt; BARAIK ALPHABET GROUP: &lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Baraik&lt;/span&gt; -- "dead" language used by spellcasters &lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Koor&lt;/span&gt; -- Human language of the white-turbaned Koor Clan &lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Romoshi&lt;/span&gt; -- Human language of the color-turbaned Romoshi Clans &lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Orkix&lt;/span&gt; -- Ork language&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: black;"&gt;&lt;b&gt;LETORIAN ALPHABET GROUP:   &lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;  &lt;b&gt; &lt;/b&gt;&lt;/span&gt; &lt;br /&gt;&lt;ul&gt;&lt;span style="color: black;"&gt;&lt;b&gt;   &lt;/b&gt;&lt;li&gt;&lt;b&gt; Letorian -- &lt;/b&gt;"dead" language used by spellcaster&lt;b&gt;s&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Jachin -- &lt;/b&gt;Oriental language used by the Jachin Cla&lt;b&gt;n&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Chinja -- &lt;/b&gt;Oriental language used by the Chinja Clan&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Gobb&lt;/span&gt; --  language of the Goblins&lt;br /&gt;&lt;/li&gt;&lt;/span&gt;&lt;/ul&gt;&lt;span style="color: black;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;/span&gt;&lt;/ul&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;b&gt; In addition to the "alphabet" groups mentioned above, spellcasters generally specialize in certain languages. Here are some common choices: &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;b&gt;   &lt;/b&gt;&lt;li&gt;&lt;b&gt;  Baraik -- &lt;/b&gt;many Magic-user spells are in Baraik&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Tilan --  &lt;/b&gt;many Magic-user spells are in Tilan&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Talorian -- &lt;/b&gt;some Magic-user spells are in Talorian&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;  Eldish -- &lt;/b&gt;some Magic-user spells are in Eldish &lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;  Wyrdish -- &lt;/b&gt;some Magic-user spells are in Wyrdish&lt;b&gt;    &lt;/b&gt;&lt;br /&gt;&lt;b&gt;   &lt;/b&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Runic -- &lt;/b&gt;Clerics of the Norse Pantheon use this language for their spells;  also some MU spells&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Krege -- &lt;/b&gt;Clerics of the Greek Pantheon use this language for their spells;  also a few MU spells&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt; Elin -- &lt;/b&gt; Clerics of the Egyptian Pantheon use this language for their spells;  also a few MU spells&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/li&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/ul&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;b&gt; It should be noted that characters with a "milk language" other than one of the "Mergan" group will not be as fluent in that "trade language" as those who belong to one of the "six clans". On the other hand, those "Mergan" characters will not be as fluent in non-Mergan languages. A variety of languages within a party is always an advantage since an adventure may well take characters well afield. &lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="font-size: 130%;"&gt;About "Read Magic"&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;First, characters other than Magic Users or Swordmages will not be able to make any sense from any magical writing other than a scroll (which generally only has a "trigger word").  Even Magic-Users and Swordmages can only make sense out of writings from a Magic User or Swordmage of their own Element . . . otherwise it doesn't seem to quite make sense no matter how long or hard they study it.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;This is because magical writings are only semi-complete . . . parts of them exist in a manner that is only understandable to one committed to their own Element.  Thus even an Air Mage (for example) who also has two Quarters of Water would not be able to understand a magical writing by a Water mage.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;Similarly, Clerics may only truly understand clerical writings dedicated to their own Goddess or God.  In this case, it is not their Elemental nature, but the action of their deity that allows them to comprehend.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;Thus, the "Read Magic" spell is broken down into a series of smaller scope spells -- Read Air Magic, Read Fire Magic, etc.  If the writing is of an Element other than the Mage's own, he/she will at least be able to determine which type of mage wrote it . . . and have a general idea of what it is . . . but they wouldn't be able to use it.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;"Detect Magic" (whether magical or clerical) will show what Element the magic is by the color of the glow:&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;Yellow . . . is Air Magic&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;Red . . . . . is Fire Magic&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;Blue . . . . . is Water Magic&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;Green . . . . is Earth Magic&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;White . . . . is "Spirit" (i.e., Clerical) Magic&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;Purple . . . is Dragon Magic&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;Black . . . . is Death Magic&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;other . . . . ??????&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;&lt;span style="color: black;"&gt;-- Jeff&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-117369153788088379?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/117369153788088379/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=117369153788088379' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117369153788088379'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117369153788088379'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2007/03/languages-and-literacy.html' title='Languages and Literacy'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-117361328936907446</id><published>2007-03-11T05:18:00.000-07:00</published><updated>2010-05-04T00:19:44.160-07:00</updated><title type='text'>Religion in Bluvardy</title><content type='html'>The most important thing to remember about religions as you role-play your characters is that their experience is that the Goddesses and Gods are very real.  They have seen their handiwork far too often to treat religion with anything less than respect.&lt;br /&gt;&lt;br /&gt;As players, we too need to be respectful.  Yes, we are using certain somewhat familiar pantheons for the purpose of game-play . . . but there are people who feel that these deities are very real . . . so we need to be respectful as well.&lt;br /&gt;&lt;br /&gt;Most player characters will probably worship the deities of either the Greek or Norse pantheons.  Some might choose the Egyptian deities . . . or some other pantheon.  The Bluvardy campaign takes place in a world that has a great many local deities, but which also often has followers of one of the pantheons mentioned above.&lt;br /&gt;&lt;br /&gt;Characters (other than Clerics) should pick a pantheon that their character follows . . . and from that pantheon, pick a favorite Goddess or God, plus a couple of others that you feel your character would esteem highly.&lt;br /&gt;&lt;br /&gt;Clerics, however, do not worship a pantheon.  They are priests or priestesses of a particular Goddess or God.  They serve that one and that one only.  They may respect the other deities of the pantheon  -- but they serve only the one.&lt;br /&gt;&lt;br /&gt;If a Cleric attempts to heal a follower of his or her particular deity with a Cure Light Wounds spell, they roll the appropriate dice and use the higher roll (note -- they do not add the rolls together) but they also get to re-roll the lower dice.    This re-roll of lower dice is not allowed for non-followers.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;So, to summarize, a Cleric must pick one Goddess or God to serve (usually from the Greek, Norse or Egyptian pantheons).  Other characters just pick a pantheon that seems right for them.  Do not worry about who other characters will worship.&lt;br /&gt;&lt;br /&gt;And remember to treat all of these religions with respect (even though we are just using them for gaming purposes).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-117361328936907446?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/117361328936907446/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=117361328936907446' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117361328936907446'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117361328936907446'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2007/03/religion-in-bluvardy.html' title='Religion in Bluvardy'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-117352795903214500</id><published>2007-03-10T03:25:00.000-08:00</published><updated>2010-05-04T00:16:17.233-07:00</updated><title type='text'>First Aid, Healing &amp; Clerical Spells</title><content type='html'>&lt;div style="text-align: center;"&gt;&amp;nbsp;&lt;span style="color: #009900; font-style: italic;"&gt;(note -- article re-written on May 3, 2010)&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 130%;"&gt;&lt;br /&gt;&lt;/span&gt;One item available to characters will be "First Aid Kits" . . . this represents bandages, healing salves, etc. The kit will stop further damage if it is the first thing used (&lt;span style="font-style: italic;"&gt;note that it won't do anything after a healing spell has been cast&lt;/span&gt;).&lt;br /&gt;&lt;br /&gt;It will not only will it stop further damage, it will also heal 1d6-3 points of damage.  (&lt;span style="font-style: italic;"&gt;Again note that it will do nothing if a healing spell has been used first&lt;/span&gt;.)  It is &lt;span style="font-weight: bold;"&gt;not&lt;/span&gt; 'stackable' . . . a second application does no good.&lt;br /&gt;&lt;br /&gt;A Cleric's "Cure Light Wounds" spell cures 1d6+1* damage.  The asterisk means that there is a +1 for every quarter of "Spirit" Element that the Cleric has &lt;span style="font-weight: bold;"&gt;and &lt;/span&gt;that&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;a one-die-size larger will be cast per quarter.  Thus a Cleric with two quarters of 'Spirit' among his four elements will cast a 1d8+2 CLW and a Cleric with all four Quarters in Spirit would cast a 1d12+4 CLW spell.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Okay, yes I know that they are really "Prayers" instead of "Spells" . . . but for convenience I will continue to call them spells.&lt;br /&gt;&lt;br /&gt;As a rule, Clerics do not get to choose their "spells".  They gain spell levels at every even character level.  Thus they start  gaining spells at character level two (&lt;span style="font-style: italic;"&gt;which is where we will start the campaign&lt;/span&gt;).&lt;br /&gt;&lt;br /&gt;Clerics will start the Campaign knowing "Cure Light Wounds", one random spell and (if applicable) randomly determined "bonus spells" for high WIS.  At third level, one more randomly determined spell (but no bonus spells) will be added.  If the character has a high enough WIS to get a bonus, that many extra dice are rolled and the player may pick which spell (of those rolled) that the character gets.&lt;br /&gt;&lt;br /&gt;Upon reaching character level four, one spell of Player's choice, one random spell and any bonus spells will be received.  At level five, one more spell (but again rolling extra dice and picking if he/she has any bonuses from high WIS).&lt;br /&gt;&lt;br /&gt;Upon reaching character level six (and subsequent even levels), the character gets one random spell (plus any bonuses); and at all odd levels, one more spell period (but again, bonuses will mean more dice rolled).&lt;br /&gt;&lt;br /&gt;The reason for doing it this way is to guarantee that not all Clerics have the same spells.  It also stimulates the use of some unusual spells as players find ways to use them.&lt;br /&gt;&lt;br /&gt;Finally, for completeness,  I should note that I've added a Magic-User 1st Level spell called "Mend Wounds".  A Magic User or Swordmage who knows it throws 1d6 per Quarter of the Prime Element and takes the high die roll.  There is also a 2nd level spell called "Fix Wounds".  For it the Mage or Warlock rolls 2d8 per quarter and takes the two best rolls and adds them together.  However, in all cases the recipient must fail his "save vs spell" in order for the damage to be repaired.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-117352795903214500?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/117352795903214500/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=117352795903214500' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117352795903214500'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117352795903214500'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2007/03/first-aid-healing-clerical-spells.html' title='First Aid, Healing &amp; Clerical Spells'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-117351913946816760</id><published>2007-03-10T00:48:00.000-08:00</published><updated>2010-05-03T21:38:49.714-07:00</updated><title type='text'>Thoughts on Weapons</title><content type='html'>&lt;div style="text-align: center;"&gt;&amp;nbsp;&lt;span style="color: #009900; font-style: italic;"&gt;(note -- article re-written on May 3, 2010)&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 130%;"&gt;&lt;br /&gt;&lt;/span&gt;&amp;nbsp;I don't like the idea of certain weapons being inherently better than other weapons (so that players are tempted to "&lt;span style="font-style: italic;"&gt;mini/max&lt;/span&gt;").  Therefor, any character may choose any &lt;span style="font-style: italic;"&gt;reasonable&lt;/span&gt; weapon as their primary weapon -- which will be as equally effective as the primary weapon of another character of that Class.&lt;br /&gt;&lt;br /&gt;Each character gets one (and only one) "primary weapon" of their choice (should be the weapon held by the character's figure).&amp;nbsp; Each character also gets a &lt;i&gt;"belt blade" &lt;/i&gt;(usually a knife, but sometimes a small hatchet, etc.), which strikes as well as a secondary weapon, but only does 1d4 damage.&amp;nbsp;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Fighters&lt;/b&gt; get to be trained in two free "secondary weapons" (of the character's choice -- which need not be depicted on the figure); and &lt;b&gt;Rogues&lt;/b&gt; get to be trained in one such "free" secondary weapon.&amp;nbsp;&lt;br /&gt;&lt;br /&gt;In addition to this, &lt;b&gt;all &lt;/b&gt;characters get to be trained in one secondary melee weapon for each "Strength Plus" they have; and to be trained in one secondary missile weapon for each "Dexterity Plus" they have.&amp;nbsp; &lt;i&gt;(As always, a characteristic of 13-15 is +1; of 16-17 is +2; and of 18 is +3).&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Weapon damage is thus based on two aspects the character's class and the nature of the weapon.  The weapon die rolled for each class is as follows:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fighters&lt;/span&gt; use 1d10 for primary weapon; 1d8 for secondary weapons; 1d6 for untrained weapons; and 1d4 for &lt;i&gt;"belt blade"&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Clerics, Rogues &lt;/span&gt;and&lt;span style="font-weight: bold;"&gt; Swordmages&lt;/span&gt;&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;use 1d8 for primary weapon; 1d6 for secondary weapons; 1d4 for untrained weapons; and 1d4 for &lt;i&gt;"belt blade"&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Magicians&lt;/span&gt; use 1d6 for primary weapon; 1d4 for secondary weapons; and 1d3 for all other weapons except for their &lt;i&gt;"belt blade"&lt;/i&gt;, which is the usual 1d4.&lt;br /&gt;&lt;br /&gt;If the character's weapon is a "two-handed" &lt;span style="font-weight: bold;"&gt;melee&lt;/span&gt; weapon (i.e., not a missile weapon; but one prevents the use of a shield) it will do damage one die-size higher.  &lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;br /&gt;For example, a Fighter, whose primary weapon is a bow (1d10) might choose a two-handed sword for his/her secondary weapon -- which would cause it to move from 1d8 to 1d10.  (Another fighter who had the same two weapons, but with the priorities reversed would use 1d12 for the sword and 1d8 for the bow).&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;Pick weapons that feel right for your character (preferably what your character's figure is wielding -- because you should have a painted 25mm or 28mm figure representing your character, since I sometimes game combats on the tabletop).  If it is something really weird, I reserve the right to reject it -- any relatively common weapon is fine (but no magic pea-shooters).&lt;br /&gt;&lt;br /&gt;If you roll a "natural 20" to hit (and it was not what you needed), you get to roll two of your dice and add them together (but still only one STR bonus is applied).  If the two dice are "doubles", you get to roll one of them again to add that third die to the total of the other two.&lt;br /&gt;&lt;br /&gt;If you have a magic weapon (of your prime element), it rolls one extra die per 'plus'.  You don't get to add them together, but you get to discard the low die or dice and keep the best roll.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-117351913946816760?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/117351913946816760/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=117351913946816760' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117351913946816760'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117351913946816760'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2007/03/thoughts-on-weapons.html' title='Thoughts on Weapons'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-117351640238407138</id><published>2007-03-10T00:24:00.000-08:00</published><updated>2011-10-05T05:30:25.626-07:00</updated><title type='text'>Thoughts on 'Hit Points'</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style=" font-style: italic;color:#009900;" &gt;(note -- article re-written on March 12, 2009)&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Okay, just how are "Hit Points" arrived at? &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;First of all, initial characters will start as if they have just reached 2nd level . . . so each will have two "hit dice".   And, to begin with, each Character will have a "minimum" number of hit points of their CON stat until it is surpassed in the normal course of things.&lt;br /&gt;&lt;br /&gt;Each character will start with his maximum possible hit points (plus any CON bonus) for 1st level.  They will then have to dice for the 2nd level (and later for each subsequent level) hit points (plus any CON bonus).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fighters use a d8 for hit dice; Clerics, Rogues &lt;/span&gt;and&lt;span style="font-weight: bold;"&gt; Swordmages use a d6; and Magic Users use a d4&lt;/span&gt;.  But all get to roll two dice and take the higher of the two when rolling for hit points .&lt;br /&gt;&lt;br /&gt;CON bonuses (indeed all stat bonuses) are the usual +1 for a characteristic of 13-15; +2 if it is 16-17; and +3 if it is 18.&lt;br /&gt;&lt;br /&gt;Unconsciousness and death work as follows:&lt;br /&gt;&lt;br /&gt;Once a character reaches 0 hit points, he/she must save each round to stay conscious.  In order to do so, he or she must roll Half their CON (round down) or less on a d20.&lt;br /&gt;&lt;br /&gt;If below zero, the save is the same as above except that you subtract the number of points below zero from Half your CON.&lt;br /&gt;&lt;br /&gt;When you reach Half your CON below zero, you are unconscious period.&lt;br /&gt;&lt;br /&gt;If you receive damage which takes you to minus your CON below zero, your character is DEAD.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;(Note -- attempting to prevent the damage that gets you to the above point is a valid reason to spend LUCK points to force a re-roll of the dice -- but once your LUCK is gone . . . it is gone.)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;-- &lt;/span&gt;&lt;/span&gt;Jeff&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-117351640238407138?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/117351640238407138/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=117351640238407138' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117351640238407138'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117351640238407138'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2007/03/thoughts-on-hit-points.html' title='Thoughts on &apos;Hit Points&apos;'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-117317921314162627</id><published>2007-03-06T02:52:00.000-08:00</published><updated>2010-05-03T21:09:55.720-07:00</updated><title type='text'>Initial Magic User &amp; Swordmage Spell Books</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="color: #009900; font-style: italic;"&gt;(note -- article re-written on May 3, 2010)&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size: 130%;"&gt;&lt;br /&gt;&lt;/span&gt;All starting Magic User characters will know eight spells (not that they can cast all of them yet). Swordmage characters will begin with one fewer at each level (thus knowing 5 spells and not initially knowing any third level spells).  The standard starting mix will include:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;5 &lt;/span&gt;x "first level spells" -- &lt;span style="font-weight: bold;"&gt;"Detect Magic"&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;"Magic Missile"&lt;/span&gt; and &lt;span style="font-weight: bold;"&gt;"Read (Own Element) Magic"&lt;/span&gt; and two randomly selected spells.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2&lt;/span&gt; x "second level spells" -- both randomly selected.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;1&lt;/span&gt; x "third level spell" -- you guessed it, randomly selected.&lt;br /&gt;&lt;br /&gt;Thus, while a Magic User character will only have five spells that he can throw initially (and a Swordmage only four), he does have some that he knows when he progresses in level.  Beyond this, there are only two ways in which he can gain new spells.&lt;br /&gt;&lt;br /&gt;First, he can find another magic user of his element who can teach him new spells.  Such study requires a base of ten (10) days per level (slightly modified by high or low intelligence) for spells he can throw.    For the next higher spell level it will take twice as long; for two levels above, four times as long; and they cannot learn a spell three or more levels above them.&lt;br /&gt;&lt;br /&gt;Secondly, should he acquire a "spell book" of a magic user or swordmage of his element, he may learn from that (presuming that he can read the language).  However, such study will take twice as long (not having someone to watch and correct you).  Please note that spells can not be learned from scrolls -- since these really only contain a "trigger".&lt;br /&gt;&lt;br /&gt;Spells can not be learned from anyone with a different prime element . . . minds and senses just don't quite work the same way.  Nor may they be learned from a spell book of someone with a different prime element (or of a language you do not know).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-117317921314162627?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/117317921314162627/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=117317921314162627' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117317921314162627'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/117317921314162627'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2007/03/initial-wizard-spell-books.html' title='Initial Magic User &amp; Swordmage Spell Books'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-116687335693966103</id><published>2006-12-23T03:22:00.000-08:00</published><updated>2006-12-23T03:29:16.946-08:00</updated><title type='text'>Character Races</title><content type='html'>&lt;span style="font-size:130%;"&gt;I will allow a wide range of character races . . . as long as you have a (25/28mm scale) figure for your character&lt;/span&gt; .&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;If your character has some "special ability", be prepared to offer something to help maintain game balance.  For example, if your character can see into the infa-red, he or she might be color-blind (or something).  If your character is a 12" high fairy with butterfly wings and can fly, you probably will never gain any usable non-monetary treasure (and wouldn't be able to wear much in the way of armor).&lt;br /&gt;&lt;br /&gt;Most humanoid races will not be a problem -- I'm quite lenient.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-116687335693966103?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/116687335693966103/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=116687335693966103' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116687335693966103'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116687335693966103'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2006/12/character-races.html' title='Character Races'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-116686850684426968</id><published>2006-12-23T01:03:00.000-08:00</published><updated>2011-10-05T05:24:05.361-07:00</updated><title type='text'>How Magic Works in Bluvardy</title><content type='html'>&lt;span style="font-size:130%;"&gt;The "game mechanics" on how magic (whether arcane or divine) works are fairly simple.  First, of course, the spellcaster must know the desired spell or prayer.&lt;br /&gt;&lt;br /&gt;The "base" number which the spellcaster must &lt;b&gt;roll equal to or less&lt;/b&gt; is equal to his or her Prime Requisite (Intelligence for Magic Users and Swordmages; Wisdom for Clerics) plus two times the number of elemental "quarters" they have in their Prime Element &lt;span style="font-weight: bold;"&gt;less&lt;/span&gt; the Spell Level.&lt;br /&gt;&lt;br /&gt;For example, a 2nd Level Mage with an Int of 15 and two quarters in his Prime Element who was trying to cast a 1st level spell would need to roll 18 or less for the spell to be successful.  &lt;i&gt;(15 for Int + 4 for quarters - 1 for spell level = 18 or less)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Well . . . not quite.&lt;br /&gt;&lt;br /&gt;There is also the matter of the "Spell Verse". First through Second Level spells require a rhyming couplet; higher level spells require a more couplets depending upon their level (four lines for a 3rd or 4th Level spell; six for a 5th or 6th, eight for 7th or 8th, etc.).  For example, someone casting a "Detect Magic" spell might say something like . . .&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;"For magic items, let me know&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Outline them with a magic glow"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;As long as this was the first time in that gaming session that that rhyme was used, the spell would work as above.  It would not work a second time that session -- the spell would fail (although the mana used would be expended).&lt;br /&gt;&lt;br /&gt;The verse is always spoken by the spellcaster PRIOR to rolling the dice.  The GM may choose to add or subtract from the spellcaster's target number depending upon how clever or dumb the rhyme might be.  Then the d20 would be rolled &lt;i&gt;(and note that a natural 20 always fails)&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;Yes, this does mean that a spellcaster needs to think a bit about his/her spells.  I would certainly suggest that they prepare 3x5 cards with verse ahead of time.  If they suspect that they may need to cast a spell numerous times, they had best plan numerous rhymes.&lt;br /&gt;&lt;br /&gt;Nevertheless, there will be times in a game session when the spellcaster's player will have to "think on their feet" when an unexpected situation requires a spell which they are not really prepared for.&lt;br /&gt;&lt;br /&gt;Note also that a Character may (if they know it) attempt to cast a spell "above" their normal level.  Their chances, however are much reduced.  If the spell is only one level above what they can currently throw (and they know the spell), it will have only one half (round down) the normal chance . . . and would cost twice the mana.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold;"&gt;Mana Cost&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;All spells cost "mana" to throw.  Usually it is the spellcaster's own mana.  All spells will cost a minimum of one mana regardless of any other "advantages" -- they will still cost at least one mana.  This is true whether the spell succeeds or fails.&lt;br /&gt;&lt;br /&gt;All spells have a "base cost" of two times their level -- thus a 3rd level spell would have a base cost of 6 mana.&lt;br /&gt;&lt;br /&gt;However, other aspects may increase or decrease the "base cost" of a spell.  Iron (or steel) as well as many other metals interfere with mana.  If the spellcaster carries a metal weapon (or other metal object) about themselves, all spells will cost one more mana to throw.&lt;br /&gt;&lt;br /&gt;If they wear something like studded armor, this will mean that their spells will cost an additional one mana.  Chainmail adds an addtional two mana to the cost of all spells; and plate costs 3 extra mana.  All of these added costs are cumulative.&lt;br /&gt;&lt;br /&gt;On the other hand, if the spellcaster is "skyclad" (naked), spells will cost &lt;b&gt;one less per level&lt;/b&gt; as long as they normally carry no metal about themselves -- if they do, then spells will cost one less mana period.  Always remembering the requirement that all spells cost at least one mana to throw.&lt;br /&gt;&lt;br /&gt;There are some exceptions to the "metal" rules.  A spellcaster whose only metal weapon is a silver dagger will not suffer the extra mana cost; mithril weapons and/or armor do not suffer any extra armor costs; also Clerics and Swordmages only suffer an extra cost of one mana for Chainmail or Platemail (not two or three).&lt;br /&gt;&lt;br /&gt;There is a way for a spellcaster to draw upon and use the mana of non-spellcasters . . . but that involves more time and a ritual that preclude it from combat situations . . . and it will have to wait for another post.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size:130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-116686850684426968?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/116686850684426968/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=116686850684426968' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116686850684426968'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116686850684426968'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2006/12/how-magic-works-in-bluvardy.html' title='How Magic Works in Bluvardy'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-116669982965610678</id><published>2006-12-21T02:19:00.000-08:00</published><updated>2011-10-05T05:16:52.941-07:00</updated><title type='text'>Elemental Nature of Characters</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;a href="http://2.bp.blogspot.com/_GW2AQQ6GW9c/S9ONU0RJJ6I/AAAAAAAAA3s/_PdNOoWDPHA/s1600/1234.gif" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img src="http://2.bp.blogspot.com/_GW2AQQ6GW9c/S9ONU0RJJ6I/AAAAAAAAA3s/_PdNOoWDPHA/s200/1234.gif" height="200" width="200" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;In Bluvardy there are five major "Elements" that make up all things.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;These (using the classical Greek order) are Air, Fire, Earth&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, Water&lt;/span&gt;&lt;span style="font-size:130%;"&gt; and Spirit.&lt;br /&gt;&lt;br /&gt;As shown in the first diagram, &lt;/span&gt;&lt;span style="font-size:130%;"&gt;each has a color associated with it.&lt;/span&gt;&lt;span style="font-size:130%;"&gt;  Air is yellow, Fire is red, Earth is green&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, Water is blue&lt;/span&gt;&lt;span style="font-size:130%;"&gt; and Spirit (not shown) is White.&lt;br /&gt;&lt;br /&gt;Each Player Character has four "quarters" of Elements (again, as in the first diagram). However, not all of these quarters need be different. Indeed, more often than not, at least one Element is much stronger than the others. &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://photos1.blogger.com/x/blogger/4712/3226/1600/532302/Elem_Circl_2245.gif"&gt;&lt;img alt="" src="http://photos1.blogger.com/x/blogger/4712/3226/320/579834/Elem_Circl_2245.gif" style="float: left; margin: 0pt 10px 10px 0pt;" height="200" width="200" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;For example, as seen in the second example, this particular character would be very strong in Fire. He would have normal portions of Air and Spirit; but is lacking in Water and Earth&lt;br /&gt;&lt;br /&gt;So what would this mean?&lt;br /&gt;&lt;br /&gt;This character would be very resistant to a spell cast by a "Fire mage&lt;/span&gt;&lt;span style="font-size:130%;"&gt;"&lt;/span&gt;&lt;span style="font-size:130%;"&gt;. He would have normal resistance to spells cast by an "Air mage" or a Cleric (whose magic works at the Air and Spirit levels respectively). However, his defenses against Water and Earth magic would be below par.&lt;br /&gt;&lt;br /&gt;If the character was a Mage, he would have an excellent chance of succeeding with his spells (because of the doubled "primary element".&lt;br /&gt;&lt;br /&gt;I should note here that no Element is superior to any other. Indeed, all mages -- as long as they know the spell -- can cast any of the normal spells. One does not have to be a "Fire Mage" in order to cast a Fireball, for example.&lt;br /&gt;&lt;br /&gt;The element in the "noon to three" quadrant is their primary element -- and any multiple element is moved so that it occupies that space. In the case of a character who wishes to be a Cleric, their Spirit quarter is moved to this position (even ahead of multiple "physical" elements) to indicate that it is the Prime Element.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;The Prime Element gets a +2 save (per quarter) vs spells cast by that type of character. Any Element that they have gets a normal save as well; but they are -2 on their saves vs spells from an Element that they lack.&lt;br /&gt;&lt;br /&gt;It should be obvious that all characters (including NPCs) will have at least one "weakness" as well as possible strengths.&lt;br /&gt;&lt;br /&gt;Magic items also have an Elemental alignment (just one though). And they will only work for characters who have the same Prime Element as the item's Element.&lt;br /&gt;&lt;br /&gt;When a Character is generated, 4d6s are rolled one at a time . . . note however that they are not added together. Instead each result is considered independently -- but recorded in order. Rolls are interpreted thusly:&lt;br /&gt;&lt;br /&gt;1 = Air&lt;br /&gt;2 = Fire&lt;br /&gt;3 =&lt;/span&gt;&lt;span style="font-size:130%;"&gt; Earth&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt; 4 =&lt;/span&gt;&lt;span style="font-size:130%;"&gt; Water&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt; 5 = Spirit&lt;br /&gt;6 = Choice or Re-roll&lt;br /&gt;&lt;br /&gt;Note that if you roll a "6" you can either choose any of the five Elements OR you can re-roll. If you choose the latter, you get whatever you roll . . . except if you roll another "6". In that case you will get a lavender quadrant representing the Element of "Dragon".&lt;br /&gt;&lt;br /&gt;For, yes, there are (at least) two other "colors". Black (representing "Death Magic") is not available to Player Characters; however Lavender represents the Dragon Element and suggests that somewhere in the Player's ancestry a Dragon was involved.&lt;br /&gt;&lt;br /&gt;However most of the magic which the PCs will encounter will be one of the five major elements . . . and a player should think very hard about accepting an additional deficit on the hope of encountering an artifact of Dragon magic.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;As noted above, unless there is a multiple element OR a character chooses to move "Spirit" to the Prime Element position, the first die rolled will be the character's "Prime Element".&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-116669982965610678?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/116669982965610678/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=116669982965610678' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116669982965610678'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116669982965610678'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2006/12/elemental-nature-of-characters.html' title='Elemental Nature of Characters'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_GW2AQQ6GW9c/S9ONU0RJJ6I/AAAAAAAAA3s/_PdNOoWDPHA/s72-c/1234.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-116669592194773334</id><published>2006-12-21T01:49:00.000-08:00</published><updated>2011-10-05T05:10:37.237-07:00</updated><title type='text'>Character Classes</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style=" font-style: italic;color:#009900;" &gt;(note -- article re-written on May 3, 2010)&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Currently I'm looking at having five Character Classes.  No, not the ones you think.  I've generally found the Thief class tends to be disruptive in a party . . . so, no Thieves (anyway I stongly suggest that no "evil" player characters be chosen).  However there will be "Rogues" who will have most thieving skills (with the exception of "Picking Pockets").&lt;br /&gt;&lt;br /&gt;I've also scuttled the various "racial" classes (Elves or Dwarves, for example).  Instead, I will allow members of any race to choose any of the five Character Classes.  These are . . .&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(204, 0, 0); font-weight: bold;"&gt;Fighters&lt;/span&gt; -- Yup, the old favorite.  Depending upon what Skills and Weapon Proficiencies they select, a Fighter could be anything from front-line Heavy Infantry to a lightly armored Archer to a ship-wise Corsair, etc.  &lt;span style=" font-style: italic; font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;Strength&lt;/span&gt;&lt;span style="font-style: italic;"&gt; is the primary attribute for Fighters&lt;/span&gt;.  For Hit Dice they use d8s; and their primary weapon is +2 to hit and does 1d10 damage; secondary weapons do 1d8 damage; and untrained weapons do 1d6.  Strength or Agility bonuses also apply to melee and missile weapons respectively.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(204, 0, 0);"&gt;Rogues&lt;/span&gt; -- These are essentially a cross between a Fighter and a Thief.  They have all of the Thief Skills except "pick pockets".). They will generally limit themselves to lighter armor types.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-style: italic; font-weight: bold;font-size:100%;" &gt;Agility&lt;/span&gt;&lt;span style="font-style: italic;"&gt; is the primary attribute for Rogues&lt;/span&gt;.  &lt;/span&gt;&lt;span style="font-size:130%;"&gt;For Hit Dice they use d6s; and they are +1 to hit with their primary weapon which does 1d8 damage.  Secondary weapon does 1d6; and other weapons do 1d4 damage.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold; color: rgb(204, 0, 0);"&gt;Clerics&lt;/span&gt; -- Like Magic-Users and Swordmages, they will have to come up with some new poetry each time they wish to cast a spell (well, really a prayer for Clerics). They will have more chances to cast prayers than in D&amp;amp;D, but each time the player will have to think of a new rhyme or the prayer will not be answered. &lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=" font-style: italic; font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt; &lt;span style="font-weight: bold;"&gt;Wisdom&lt;/span&gt; is the primary attribute for Clerics but &lt;span style="font-weight: bold;"&gt;Mana&lt;/span&gt; is also very important&lt;/span&gt;.  &lt;/span&gt;&lt;span style="font-size:130%;"&gt;For Hit Dice they use d6s; and they are +1 to hit with their primary weapon which does 1d8 damage.  Secondary weapon does 1d6; and other weapons do 1d4 damage.&lt;/span&gt;&lt;span style="font-size:130%;"&gt; &lt;/span&gt;&lt;span style="font-size:130%;"&gt; To be a Cleric, a character must have at least one quarter of "Spirit" in his/her Elemental Nature.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(204, 0, 0);"&gt;Magic-Users&lt;/span&gt; &lt;/span&gt;-- They will have more chances to use spells than in OD&amp;amp;D -- but their players will have to use their own brains as well.  Each spell must be cast with an appropriate bit of verse . . . and it must have a different rhyme every time they throw the spell. &lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-style: italic; font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic; font-weight: bold;font-size:100%;" &gt;Intelligence&lt;/span&gt;&lt;span style="font-style: italic;"&gt; is the primary attribute for Magic-users but &lt;span style="font-weight: bold;"&gt;Mana&lt;/span&gt; is also critical&lt;/span&gt;.  &lt;/span&gt;&lt;span style="font-size:130%;"&gt;For Hit Dice they use d4s; and their primary weapon does 1d6 damage; all other weapons do 1d4).  To be a mage, the character must have at least one quarter of one of the four "physical" elements (air, fire, &lt;/span&gt;&lt;span style="font-size:130%;"&gt;earth&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, &lt;/span&gt;&lt;span style="font-size:130%;"&gt;water) in his/her Elemental Nature, which will be his/her "Prime Element".&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(204, 0, 0);"&gt;Swordmages&lt;/span&gt; &lt;/span&gt;-- Essentially replacing the "Elf" class . . . but without a racial component. Swordmages are combination Fighter/Magic-Users.  As with other spell-casters, each spell must be cast with an appropriate bit of verse . . . and it must have a different rhyme every time they throw the spell . . . and remember that any armor will make their spellcasting more difficult.&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style=" font-style: italic; font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;Intelligence&lt;/span&gt;&lt;span style="font-style: italic;"&gt; and &lt;span style="font-weight: bold;"&gt;Strength&lt;/span&gt; are the primary attributes for Swordmages but &lt;span style="font-weight: bold;"&gt;Mana&lt;/span&gt; is also very important&lt;/span&gt;.  &lt;/span&gt;&lt;span style="font-size:130%;"&gt;For Hit Dice they use d6s; and their primary weapon does 1d8 damage; secondary weapon does 1d6; and all other weapons do 1d4. To be a Swordmage, the character must have at least one quarter of one of the four "physical" elements (air, fire, &lt;/span&gt;&lt;span style="font-size:130%;"&gt;earth&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, &lt;/span&gt;&lt;span style="font-size:130%;"&gt;water) in his/her Elemental Nature, which will become their "Prime Element".&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Note that there will be more on Elemental Natures and how Spells (or Prayers) work soon.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-116669592194773334?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/116669592194773334/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=116669592194773334' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116669592194773334'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116669592194773334'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2006/12/character-classes.html' title='Character Classes'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-116668452289834762</id><published>2006-12-20T22:20:00.000-08:00</published><updated>2011-10-05T05:04:33.288-07:00</updated><title type='text'>Player Characteristics</title><content type='html'>&lt;span style="font-size:130%;"&gt;Five of the six basic "player characteristics" more or less remain the same.  The sixth is replaced with something quite different.&lt;br /&gt;&lt;br /&gt;Strength, Intelligence, Wisdom, Agility (&lt;span style="font-style: italic;"&gt;formerly called Dexterity&lt;/span&gt;) and Constitution each remain (although they may have slightly different game uses in certain respects).  Charisma is gone.  In the old days virtually no-one paid any attention to it . . . and I'm not going to use it.&lt;br /&gt;&lt;br /&gt;Instead, &lt;/span&gt; &lt;span style="font-size:130%;"&gt;it will be replaced with "Mana".  Mana is both the energy which Spellcasters use and the basis for some "saving rolls".&lt;br /&gt;&lt;br /&gt;There are also two other "Basic Characteristics" -- although they are generated in a different manner than the "basic six".  They are "Luck" and "Size".&lt;br /&gt;&lt;br /&gt;All Characters start with 9 Luck (sort of like nine lives).  Luck is used in two different ways.  Sometimes the GM (me) will ask players to roll against their Luck.  This would usually be to see if their characters were lucky enough to spot something.&lt;br /&gt;&lt;br /&gt;A player may also "use" a point of Luck anytime he or she wants to either re-roll one of their own dice rolls OR have me re-roll one of mine.  The kicker is that any use of such a point permanently lowers their Luck by one point . . . and when your Luck is gone, its gone and there is no way to gain more.&lt;br /&gt;&lt;br /&gt;Size, on the other hand, is totally up to the player.  They will decide what their characters' &lt;/span&gt;&lt;span style="font-size:130%;"&gt;height and weight are.  I will then translate this into a Size rating.  No size is better or worse than another . . . but things like armor will have a randomly determined size . . . so the Size rating will determine whether or not the armor will fit anyone.&lt;br /&gt;&lt;br /&gt;Also, since I do use miniatures, the size of the figure should be somewhat echoed in the stats for the character.  A figure that stands 25mm tall would be around 5'8" tall . . . but "25mm" figures can vary greatly in height, so as long as your chosen height/weight are not too different from the look of the figure, there won't be any problems.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-116668452289834762?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/116668452289834762/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=116668452289834762' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116668452289834762'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116668452289834762'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2006/12/player-characteristics.html' title='Player Characteristics'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-116658430316029244</id><published>2006-12-19T18:53:00.000-08:00</published><updated>2010-05-03T18:15:39.684-07:00</updated><title type='text'>The "Plan"</title><content type='html'>&lt;span style="font-size: 130%;"&gt;     I've generally preferred "overland" adventures that tie into a "Campaign" as opposed to the typical "dungeon delving" . . . so that is what I'm looking to run with "Bluvardy".&lt;br /&gt;&lt;br /&gt;Now one of the first problems that faced me was how "variant" from original "Dungeons &amp;amp; Dragons" would Bluvardy be?&lt;br /&gt;&lt;br /&gt;As with almost all vardies, I intended to change the way "magic" operates.  The big question was whether or not to change the combat system.  In the end, I decided to leave it pretty much intact for my campaign.&lt;br /&gt;&lt;br /&gt;Why?&lt;br /&gt;&lt;br /&gt;Because that way, if I want to, I can use parts of old D&amp;amp;D dungeons or encounters without having to make major adjustments to the combat system.  I don't really like everything about the D&amp;amp;D combat system . . . but it does work; and most gamers are familiar with it.&lt;br /&gt;&lt;br /&gt;I've also liked the old Midkemia cities and encounter tables for operating inside cities.  One of the things I need to do is to "build" some cities and populate them.  As for the basic terrain, I might even use the old Judges Guild "Wilderland" maps (although with some appropriate changes) . . . or I might not . . . I haven't decided.&lt;br /&gt;&lt;br /&gt;Anyway, I'm making a start on preparing my Bluvardy campaign.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-116658430316029244?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/116658430316029244/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=116658430316029244' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116658430316029244'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116658430316029244'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2006/12/plan.html' title='The &quot;Plan&quot;'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-38153766.post-116642726904973510</id><published>2006-12-17T21:29:00.000-08:00</published><updated>2011-08-31T15:27:10.975-07:00</updated><title type='text'>So What's a "Bluvardy"?</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style=" font-style: italic;color:#009900;" &gt;(note -- article re-written on March 12, 2009)&lt;/span&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Thirty or so years ago, in the early days of &lt;/span&gt;&lt;span style=" font-style: italic;font-size:130%;" &gt;"Dungeons and Dragons"&lt;/span&gt;&lt;span style="font-size:130%;"&gt;, there was very little in the way of "supporting material" and so many folks developed their own variant roleplaying games.  These variants were called "Vardies" (short for "variant D&amp;amp;D") in homage to D&amp;amp;D's groundbreaking rules.&lt;br /&gt;&lt;br /&gt;"Bluvardy" is what I am calling my role-playing variant . . . which is NOT at all like the current "Dungeons and Dragons" (which is a complex descendant of "Advanced Dungeons and Dragons" -- both of which are far, far more detailed than "Bluvardy").&lt;br /&gt;&lt;br /&gt;Indeed it is my opinion (and I admit that I'm heavily in the minority) that the richness of detail developed for the above-mentioned rules in the last score or so years has not only failed to improve roleplaying; but has hindered it.&lt;br /&gt;&lt;br /&gt;"Why?"  By most accounts, the newer version of "D&amp;amp;D" are not only far more detailed, but it far more "realistic".&lt;br /&gt;&lt;br /&gt;Right . . . "realistic" . . .   We're talking about a "roleplaying game".  I don't care about Realism; &lt;/span&gt;&lt;span style=" font-weight: bold;font-size:130%;" &gt;I want  Imagination&lt;/span&gt;&lt;span style="font-size:130%;"&gt;.  So my variant works from a base of those early "D&amp;amp;D" guidelines.  I've changed a lot of the mechanics, of course, and you will not find much detail because I want more imagination and less time spent "looking things up".  Consider anything you've read elsewhere (and perhaps even here) simply as rumors.&lt;br /&gt;&lt;br /&gt;As this blog goes on, I will be describing my thoughts on "Bluvardy" . . . and will describe how my game mechanics differ from those many are used to.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-- Jeff&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/38153766-116642726904973510?l=bluvardy.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://bluvardy.blogspot.com/feeds/116642726904973510/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=38153766&amp;postID=116642726904973510' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116642726904973510'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/38153766/posts/default/116642726904973510'/><link rel='alternate' type='text/html' href='http://bluvardy.blogspot.com/2006/12/so-whats-bluvardy.html' title='So What&apos;s a &quot;Bluvardy&quot;?'/><author><name>Bluebear Jeff</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://mypage.uniserve.com/~bluebear/bearstein.gif'/></author><thr:total>0</thr:total></entry></feed>
