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<blockquote data-quote="talien" data-source="post: 2427043" data-attributes="member: 3285"><p>Hiya,</p><p></p><p>It's a good question. First, let me state up front that Arcanis prides itself on being unique. So it may not necessarily be the setting for you. However, we've played the following characters in the setting with no problems:</p><p></p><p>* Elf bard</p><p>* Human fighter</p><p>* Dwarf fighter</p><p></p><p>Characters from our story hour who use Arcanis-specific rules:</p><p>* Human cleric: he uses a legionnaire feat unique to Arcanis.</p><p>* Dark-kin sorcerer: Dark-kin are half-devils unique to Arcanis.</p><p>* Ss'ressen barbarian: Lizardfolk rules unique to Arcanis.</p><p>* Fihali druid: My own invention, taken from one of the adventures (in other words, Fihali are in the game but not necessarily meant to be PCs).</p><p>* Val psychic warrior/rogue: He makes heavy use of flintlocks.</p><p>* Human ranger/wizard: Also makes heavy use of flintlocks. </p><p></p><p>There are a few characters that can not be just dropped into the setting:</p><p>1) Only the "Val" (think half-angels without the celestial stuff, more like the Valinor from Lord of the Rings) and dark-kin can be sorcerers or have psionics.</p><p>2) Gnomes are ugly, half-dwarf/half-human crossbreeds. </p><p>3) No halflings. That I know of anyway.</p><p>4) Flintlocks are uncommon but definitely a part of the setting.</p><p></p><p>Religion is a big deal in Arcanis, so that changes cleric and paladin quite a bit. The rest of the classes are largely unchanged, but flipping through the Player's Guide would help explain the differences. What is up with the shrinkwrap? I hate when stores do that.</p><p></p><p>Anyway, the Player's Guide might give you the wrong impression, as it is chock full of new rules. Mostly, it creates a paladin and cleric class for EVERY deity in the setting. The religion is omnipresent in the game world, which I consider to be a good thing.</p><p></p><p>I consider Arcanis to be the closest to my own original setting, in that it has a Romanesque empire, lizardfolk that are actually integrated into the world, and firearms. This probably is representative of a lot of homebrews, now that I think about it.</p><p></p><p>By far the most appealing part of running a home game in Arcanis is the five years worth of free adventures downloadable through the RPGA. They're broken up into four hour segments, are all free, and have a continuous storyline with recrurring characters. For that reason alone I recommend the setting for harried DMs who have to deal with real life.</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="talien, post: 2427043, member: 3285"] Hiya, It's a good question. First, let me state up front that Arcanis prides itself on being unique. So it may not necessarily be the setting for you. However, we've played the following characters in the setting with no problems: * Elf bard * Human fighter * Dwarf fighter Characters from our story hour who use Arcanis-specific rules: * Human cleric: he uses a legionnaire feat unique to Arcanis. * Dark-kin sorcerer: Dark-kin are half-devils unique to Arcanis. * Ss'ressen barbarian: Lizardfolk rules unique to Arcanis. * Fihali druid: My own invention, taken from one of the adventures (in other words, Fihali are in the game but not necessarily meant to be PCs). * Val psychic warrior/rogue: He makes heavy use of flintlocks. * Human ranger/wizard: Also makes heavy use of flintlocks. There are a few characters that can not be just dropped into the setting: 1) Only the "Val" (think half-angels without the celestial stuff, more like the Valinor from Lord of the Rings) and dark-kin can be sorcerers or have psionics. 2) Gnomes are ugly, half-dwarf/half-human crossbreeds. 3) No halflings. That I know of anyway. 4) Flintlocks are uncommon but definitely a part of the setting. Religion is a big deal in Arcanis, so that changes cleric and paladin quite a bit. The rest of the classes are largely unchanged, but flipping through the Player's Guide would help explain the differences. What is up with the shrinkwrap? I hate when stores do that. Anyway, the Player's Guide might give you the wrong impression, as it is chock full of new rules. Mostly, it creates a paladin and cleric class for EVERY deity in the setting. The religion is omnipresent in the game world, which I consider to be a good thing. I consider Arcanis to be the closest to my own original setting, in that it has a Romanesque empire, lizardfolk that are actually integrated into the world, and firearms. This probably is representative of a lot of homebrews, now that I think about it. By far the most appealing part of running a home game in Arcanis is the five years worth of free adventures downloadable through the RPGA. They're broken up into four hour segments, are all free, and have a continuous storyline with recrurring characters. For that reason alone I recommend the setting for harried DMs who have to deal with real life. Hope that helps! [/QUOTE]
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