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Redhurst Academy of Magic

Something I toyed with that I think would work well in 3.x Redhurst, inspired by the gestalt rules from Unearthed Arcana:

-Players pick classes from the basic classes in Grim Tales (or d20 modern)
-All classes cast spells as a wizard of their level
-You may specialize in a school of magic
-You use your highest ability score to determine bonus spells and DC's (otherwise everyone would be a Smart character)

So in HP, for instance, Hermione would be a Smart character, Harry Dedicated, Ron Strong or Tough, etc.

Alternatively you could make the sorcerers. Or Arcana Unearthed magisters. Or something else. The point is just to get some more variety into the characters while making them all wizards.
 

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Redhurst, as a setting, seems to me like it'd work better with a system that's less (for lack of a better term) rigid than standard d20.

Personally, I'd recommend Eclipse: The Codex Persona, which is basically a point-buy method of d20 character generation.

To be fair, it's about as complex as normal d20, but it has far and away greater flexibility. I think that'd allow for characters that fit in with the Redhurst setting better (where outright combat seems like it'd receive far less emphasis than in standard d20). For some examples of what can be done with Eclipse, check out some examples from the author's blog:

The Runesmith (a class focused on combining low-level spells to produce higher-level spell effects)

Dreamspawn (a template wherein a spirit creature grants a mortal power in exchange for having its existence anchored to them)

Compiled Martial Arts Forms (over fifty different martial arts styles)

The Shonen Jump (how to have a sudden "power-up" for that dramatic, anime-style turnaround)

Eclipse and Cartoon Gargoyles (stats for the titular creatures from Disney's Gargoyles cartoon; also Talon and Company)
 

Heh, I remember picking up this book on a lark a while back.

Never got the chance to do much with it, but I could certainly see this being mined for non D&D games, such as Mutants & Masterminds (which could work really well if combined with ideas from their Hero High 2nd edition supplement) or Dresden Files (which might work really well for a HP-themed campaign as magic is far looser than most any d20 game).
 

I've ordered my copy and it's on its way. :)

I've been toying with the idea of broadening the concept to being an "Academy of Adventurers."

Also, by the description of Redhurst, I wonder if it should be in its own demiplane, and touch upon various worlds. I know there are several conversion notes out there.
 

I've ordered my copy and it's on its way. :)
Where did you find it? It looks like it's sold out everywhere I've looked -- I've pushed it on lots of folks over the years.

Also, by the description of Redhurst, I wonder if it should be in its own demiplane, and touch upon various worlds. I know there are several conversion notes out there.
That's pretty close to how it already works, if you say that Redhurst's demiplane is coterminious with the planes it mingles with.

EDIT: Also, another reason C&C is a good choice: Everyone plays a wizard (or illusionist), yes, but with the class-and-a-half system, everyone also gets to pick another class to add variety to their character. It also wouldn't be hard, using the Illusionist model, to make specialist classes for any other school the players want to specialize in.
 

Where did you find it? It looks like it's sold out everywhere I've looked -- I've pushed it on lots of folks over the years.

Amazon. Only about 3 copies left when I ordered.

I ordered once, and it turned out the book had damage, so the seller gave me a refund. Then I ordered from another seller.

I also saw one on e-bay.



EDIT: Also, another reason C&C is a good choice: Everyone plays a wizard (or illusionist), yes, but with the class-and-a-half system, everyone also gets to pick another class to add variety to their character. It also wouldn't be hard, using the Illusionist model, to make specialist classes for any other school the players want to specialize in.

I've been debating between using C&C and 4e. I love both systems. C&C would be easy enough for my youngest to get into. But I wouldn't mind going 4e as well.

I like the idea of a class-and-a-half system. Everyone is magical to a degree, but some more than others.
 

I'd actually use True 20 or MnM -- PL 6, requiring wands as a container for magic spells. I think you want a system with a lot of flexibility to describe effects.
 

Thought I'd bring this thread back as I'll soon be starting up a new campaign using Redhurst at the local gaming store. The players will probably be in the 10 to 14 age range.
 


iMO, you can keep necromancy. At that age, zombies and vampires are the current craze. Not a biggie really. I played with 8-year-olds who did fine in that regard.

I am currently preparing a Redhurst campaign although I have no idea if it will ever happen. If it does, we'll jump the planes quite a lot.
 

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