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2000AD: Sláine RPG
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<blockquote data-quote="Simon Collins" data-source="post: 2012821" data-attributes="member: 9860"><p>Hi Tsyr</p><p></p><p>Slaine isn't specifically designed to be used with other non-spellcasting D&D classes, but I can't see any major problem with it - except that the D&D classes would also get some spellcasting ability with Earth Power, ramping their power up a bit. Would need playtesting to see if things remained relatively balanced, if thats an issue for you. Essentially you would replace the standard D&D spellcasting classes with the two main spellcasting classes - Druid & Witch - from Slaine. You'd need to assign EP for any D&D races and MABs for D&D classes, and use the skills and at least some of the feats that relate to EP.</p><p></p><p>Depends on what you mean by making "magic a really prominent feature". Earth Power magic is probably not as versatile, varied or powerful as standard D&D magic. On the one hand, this makes it less prominent in the setting, but more prominent in game play because it _is_ a different magic system, and also more suted to a Celtic-style setting, where magic is meant to be more mysterious and less flashy. </p><p></p><p>Hope that helps</p><p></p><p>Simon Collins</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2012821, member: 9860"] Hi Tsyr Slaine isn't specifically designed to be used with other non-spellcasting D&D classes, but I can't see any major problem with it - except that the D&D classes would also get some spellcasting ability with Earth Power, ramping their power up a bit. Would need playtesting to see if things remained relatively balanced, if thats an issue for you. Essentially you would replace the standard D&D spellcasting classes with the two main spellcasting classes - Druid & Witch - from Slaine. You'd need to assign EP for any D&D races and MABs for D&D classes, and use the skills and at least some of the feats that relate to EP. Depends on what you mean by making "magic a really prominent feature". Earth Power magic is probably not as versatile, varied or powerful as standard D&D magic. On the one hand, this makes it less prominent in the setting, but more prominent in game play because it _is_ a different magic system, and also more suted to a Celtic-style setting, where magic is meant to be more mysterious and less flashy. Hope that helps Simon Collins [/QUOTE]
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