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<blockquote data-quote="CubicsRube" data-source="post: 7631324" data-attributes="member: 6848185"><p>I totally missed this thread but I'd like to asd my favourite fantasy rpg by far: <strong>Shadow of the Demon Lord</strong></p><p></p><p>The standouts:</p><p></p><p><u>1. Multiclassing built in</u></p><p>Characters advance from level 0 to 10. By the time you get to level 7 you will have chosen three classes. Each one gives you a few level of benefits and that's it. Furthermore, there are no pre-requisites.</p><p></p><p>I love this system because it is so flexible and infinitely expandable. I love the theme and choice it gives you. Would you like to be a priest spellbinder gunslinger? Or a warrior wizard mage knight? How about a Rogue oracle miracle worker? With 16 expert and 64 master classes in the core book alone there's so many choices and expansion books add more (e.g, the freeport companion has lots of piratey goodness)</p><p></p><p><u>The magic schools</u></p><p>Like the above, the magic schools are hugely expandable and offer enormous variety. Even the strongest magic classes will likely only master 2 schools at best. There are 30 schools in core alone, and expansions also add other schools.</p><p></p><p>I love this from a player and from a gm perspective. If i want a water mage i just give them the water school spells. Perhaps i want a battle mage? Battle school. A witch? Curse school. The schools mean thst i can have two magicians in the party that are totally different from each other.</p><p></p><p><u>3. Backgrounds not skills</u></p><p>There are no set skills. Instead you choose a number of backgrounds and can add more at certain pevels and depending on class choices. They come in categories, but you essentially have liberty to make these up. When something applies to your background then you can get a bonus to your non combat rolls.</p><p></p><p>Some people dislike this kind of system but I love it. I love that you can make a goblin horse rancher from the lowlands, or an occultist that used to be a university professor. I find that skills systems never fully can anticipate all the situations players will find themselves in and this just feels so much more thematic to me.</p><p></p><p>There's more but these are my main ones!</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7631324, member: 6848185"] I totally missed this thread but I'd like to asd my favourite fantasy rpg by far: [B]Shadow of the Demon Lord[/B] The standouts: [U]1. Multiclassing built in[/U] Characters advance from level 0 to 10. By the time you get to level 7 you will have chosen three classes. Each one gives you a few level of benefits and that's it. Furthermore, there are no pre-requisites. I love this system because it is so flexible and infinitely expandable. I love the theme and choice it gives you. Would you like to be a priest spellbinder gunslinger? Or a warrior wizard mage knight? How about a Rogue oracle miracle worker? With 16 expert and 64 master classes in the core book alone there's so many choices and expansion books add more (e.g, the freeport companion has lots of piratey goodness) [U]The magic schools[/U] Like the above, the magic schools are hugely expandable and offer enormous variety. Even the strongest magic classes will likely only master 2 schools at best. There are 30 schools in core alone, and expansions also add other schools. I love this from a player and from a gm perspective. If i want a water mage i just give them the water school spells. Perhaps i want a battle mage? Battle school. A witch? Curse school. The schools mean thst i can have two magicians in the party that are totally different from each other. [U]3. Backgrounds not skills[/U] There are no set skills. Instead you choose a number of backgrounds and can add more at certain pevels and depending on class choices. They come in categories, but you essentially have liberty to make these up. When something applies to your background then you can get a bonus to your non combat rolls. Some people dislike this kind of system but I love it. I love that you can make a goblin horse rancher from the lowlands, or an occultist that used to be a university professor. I find that skills systems never fully can anticipate all the situations players will find themselves in and this just feels so much more thematic to me. There's more but these are my main ones! [/QUOTE]
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