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	<title>Old Guy Gaming &#187; Alchemy</title>
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	<link>http://oldguygaming.com</link>
	<description>Unsolicited ramblings of a veteran DM.</description>
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		<title>My House Rules &#8211; Skills</title>
		<link>http://oldguygaming.com/my-house-rules-skills</link>
		<comments>http://oldguygaming.com/my-house-rules-skills#comments</comments>
		<pubDate>Fri, 12 Mar 2010 07:35:45 +0000</pubDate>
		<dc:creator>Mike Summers</dc:creator>
				<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Alchemy]]></category>
		<category><![CDATA[First Aid]]></category>
		<category><![CDATA[House Rules]]></category>
		<category><![CDATA[Skills]]></category>

		<guid isPermaLink="false">http://oldguygaming.com/?p=628</guid>
		<description><![CDATA[Although I run a predominantly pre-4e game, I have adopted the 4th edition skills over the 3rd edition skills. They are more concise and seem to me to work more smoothly. Overview In 4e, each class had its own list of skills a character could select from and each character could train in a set [...]]]></description>
			<content:encoded><![CDATA[<p>Although I run a predominantly pre-4e game, I have adopted the 4th edition skills over the 3rd edition skills. They are more concise and seem to me to work more smoothly.</p>
<span id="more-628"></span>
<h3>Overview</h3>
<p>In 4e, each class had its own list of skills a character could select from and each character could train in a set number of skills from their list. The number they could train in varied by class. Some classes were automatically trained in one or more skills. Other classes were not. If you were trained in a skill you gained +5 on skill checks with that skill.</p>
<p>Instead of restricting skill choices by class, I decided to open up skill training to all skills for all classes. Each class has one prerequisite skill. The overall amount of skill training is now the same across the board. Since each trained skill counted as five plusses, I determined an average number of trained skills and multiplied that by five to determine skill points now available to all characters. Each skill point assigned to a skill now counts as +1 per point for skill checks using  that skill.</p>
<h3>Skills and Classes</h3>
<p>Characters do not automatically learn any skills, nor do they inherit any restrictions on what skills they may learn, based on their class. Each class has a skill requirement though. Characters must have five points in the requisite skill to train in a class. The requisite skills are: Athletics for Fighters, Religion for Clerics, Thievery for Rogues, and Arcana for Wizards.</p>
<h3>Starting Skills</h3>
<p>At first level each character has a set number of skill points (25 for Humans, 20 for other races). Five points must be spent in the requisite skill. No more than five points may be spent in any skill at this point.</p>
<h3>Gaining Skills</h3>
<p>At each level thereafter, the character gains one skill point that may be assigned to any skill.</p>
<p>After first level, up to ten skill points may be assigned to a single skill.</p>
<p>If you plan on training in multiple classes, it is necessary to plan ahead by assigning skill points to the skills required to train in those additional classes.</p>
<h3>Skill Changes</h3>
<p>I renamed the Healing skill to First Aid. A skill check can be made as before to bind wounds and stop a dying character from taking any further damage. Dying characters (characters with zero or fewer hit points) take one point of damage every round (plus damage from any effects on them that give on-going damage) until they reach -10 hit points, at which point they are dead.</p>
<h3>Alchemy</h3>
<p>I added the Alchemy skill. This is more of a familiarity with alchemical ingredients that lets characters roll an Alchemy check to determine if they know if any part of a particular animal or monster, or a nearby vegetation or mineral, is of value to an alchemist. Furthermore, some ingredients must be collected in a certain way to avoid damaging them. The Alchemy skill allows the character a skill check to attempt to collect and package ingredients that require special care.</p>
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		<title>Got Some New Books</title>
		<link>http://oldguygaming.com/got-some-new-books</link>
		<comments>http://oldguygaming.com/got-some-new-books#comments</comments>
		<pubDate>Tue, 29 Dec 2009 05:28:42 +0000</pubDate>
		<dc:creator>Mike Summers</dc:creator>
				<category><![CDATA[Personal]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[Alchemy]]></category>
		<category><![CDATA[AV]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[DMB]]></category>
		<category><![CDATA[Magic Items]]></category>
		<category><![CDATA[MM]]></category>
		<category><![CDATA[PHB]]></category>
		<category><![CDATA[Potions]]></category>

		<guid isPermaLink="false">http://oldguygaming.com/?p=206</guid>
		<description><![CDATA[Stoked! When I decided to get back into D&#38;D and to embrace 4th edition, I bought the three core books: DMG, PHB, and MM. (Actually, I also got a deal on PHB2 so I got that too.) Since then I&#39;ve been wanting to get a bunch more but the price has been putting me off. [...]]]></description>
			<content:encoded><![CDATA[<h3>Stoked!</h3>
<p>When I decided to get back into D&amp;D and to embrace 4th edition, I bought the three core books: DMG, PHB, and MM. (Actually, I also got a deal on PHB2 so I got that too.) Since then I&#39;ve been wanting to get a bunch more but the price has been putting me off. Specifically, I&#39;ve been wanting Adventurer&#39;s Vault, Adventurer&#39;s Vault II, and Monster Manual II. The price tag on those new is $30, $30, and $35. I couldn&#39;t afford them but really wanted them for my upcoming game.</p>
<p>I checked online and Amazon had quite a deal. I could get all three (new) for around $60 with free shipping. But I don&#39;t like buying anything online. I know lots of people who do and none of them have ever had a problem but I still prefer to walk into a store and pick up the product before I buy it.</p>
<p>I was at the Heritage Mall in Albany today and stopped by the book store. They are closing up in a couple weeks and I thought I&#39;d see if they were having any sales before then. I didn&#39;t expect them to match Amazon but thought it was worth checking in.</p>
<p>Good thing I did! Everything was on sale between 30% and 50% off. Instead of paying $95 for the three books, I got them for $55.</p>
<p><span id="more-206"></span></p>
<h3>Mini-Review</h3>
<p>I&#39;ve just barely flipped through the books but so far I am very happy with them. The biggest lack in the three core books, imo, is the number of magic items. Compared to the volume of magic items detailed in earlier versions, 4th edition&#39;s selection is laughable. Did someone really think that FOUR potions was an adequate selection?!?</p>
<p>The two Adventurer&#39;s Vault books more than made up for that. A lot of old favorites are there along with tons of new stuff. All of it updated to fit with 4th edition. And there are tons of potions! Beyond magic items, the books had a wide variety of adventuring gear plus some new things like alchemical goods.</p>
<p>Monster Manual II was similarly impressive. The first book was missing a lot but that was expected. You can only fit so much into a book and still hit your price point. The second book filled in the gaps nicely. Most of the monsters that I was aware were missing from the first book were in the second book. Between the two I feel like I have the full array once again.</p>
<p>That&#39;s probably all the books that I&#39;ll be buying for some time now. Honestly, I don&#39;t feel like I&#39;m missing anything anymore. However, I&#39;ve got a LOT of typing to do now. In between everything else, I am building databases for monsters and magic items, among other things, and these three books have given me a ton of new material to add!</p>
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