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*Pathfinder & Starfinder
Combining "d20 Past" with "Urban Arcana" to make "d20 Fantasy"
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2214520" data-attributes="member: 9249"><p>I agree with this.</p><p></p><p> Aside from that, I have little practical advice, other than to say that I think that this is an excellent idea for creating a magical fantasy game that is a little closer to common fantasy fiction than D&D-- though there is still some digression. It makes the well-trained, hardened adventurer classes, especially casters, rarer, and typically much more distinct than less heroic figures.</p><p> </p><p> Also, I think d20 Modern's grittier combat rules give even high-fantasy games a much harder edge-- PCs are heroic, with powers beyond the common man... but not superheroic. Large groups of lower-level monsters are a dangerous encounter even for high-level characters, and terrors like dragons and giants give even the most legendary heroes pause.</p><p></p><p> One thing you'll have to do, though, is figure out something for Weapon Proficiencies. <em>Modern</em> (and by extension, <em>Past</em>, though I may be wrong) allows for all D&D "martial" weapons to be taken with a single feat, and all of the <em>Modern</em> base classes grant proficiency in all Simple weapons. I'd recommend something similar to <em>Unearthed Arcana</em>'s Weapon Group Proficiencies, giving every base class proficiency in Basic Weapons and one other group, and allowing certain Occupations to grant bonus Proficiency group feats. (They really shouldn't count as whole bonus feats, but I'd make the most granted by any Occupation-- say, Military or Adventurer-- two. That's Basic + Three, or the number given to non-Fighter martial classes.)</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2214520, member: 9249"] I agree with this. Aside from that, I have little practical advice, other than to say that I think that this is an excellent idea for creating a magical fantasy game that is a little closer to common fantasy fiction than D&D-- though there is still some digression. It makes the well-trained, hardened adventurer classes, especially casters, rarer, and typically much more distinct than less heroic figures. Also, I think d20 Modern's grittier combat rules give even high-fantasy games a much harder edge-- PCs are heroic, with powers beyond the common man... but not superheroic. Large groups of lower-level monsters are a dangerous encounter even for high-level characters, and terrors like dragons and giants give even the most legendary heroes pause. One thing you'll have to do, though, is figure out something for Weapon Proficiencies. [i]Modern[/i] (and by extension, [i]Past[/i], though I may be wrong) allows for all D&D "martial" weapons to be taken with a single feat, and all of the [i]Modern[/i] base classes grant proficiency in all Simple weapons. I'd recommend something similar to [i]Unearthed Arcana[/i]'s Weapon Group Proficiencies, giving every base class proficiency in Basic Weapons and one other group, and allowing certain Occupations to grant bonus Proficiency group feats. (They really shouldn't count as whole bonus feats, but I'd make the most granted by any Occupation-- say, Military or Adventurer-- two. That's Basic + Three, or the number given to non-Fighter martial classes.) [/QUOTE]
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Combining "d20 Past" with "Urban Arcana" to make "d20 Fantasy"
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