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<blockquote data-quote="Dannyalcatraz" data-source="post: 5043870" data-attributes="member: 19675"><p>1) Running an S&S campaign would make me make a custom list of Classes. To your list, I'd probably add a few, including a spellcaster or two of some kind- after all, even Fafhrd and Grey Mouser had some arcane skill.</p><p></p><p>2) Unless I was running this for a bunch of S&S aficionados, I'd expand the race list beyond humanity, but probably avoid the more exotic ones. Elves, Dwarves, Goblins, Orcs pass muster as being "mundane" enough to fit in well. Beyond that would depend upon campaign-specific details.</p><p></p><p>One thing's for sure, though: Unless I just went with the "PCs are intrinsically rare" type justification, I'd borrow one mechanic from the original version of the Stormbringer RPG. In that game, they made sure the races/nationalities lived up to the power (or lack thereof) as described in the book. That meant that Melniboneans were extremely powerful- think of a D&D game in which, by virtue of race, a PC in the game was ECL7 in a Lvl 1 party, and you're close. Pan Tangians were not far behind, and some other races were notably more powerful than the average human. That, of course, made everyone want to play a Melnibonean, Pan Tangian, or the like.</p><p></p><p>So they had a %ile chart to determine a PC's race or nationality. Now, I wouldn't do it quite like that, but I would group the available PC races by "rarity" and give each player a roll. Say...75% of PC are from Common races, 20% from Uncommon races, and 5% from Rare races.</p><p></p><p></p><p></p><p>To me, the study involved with finding out how to make such pacts sounds more like Wizards...or Binders.</p><p></p><p>Sorcerers, to me, would be virtually unchanged- their ancestors had a little dalliance with powerful beings and the bloodline became altered because of it. Warlocks would be in much the same boat. IOW, there would be serious use of the Heritage feats (CompMage & CompArc) and the Bloodline feats (DCv1 and the like), and I might expand those feats to have different effects for Warlocks.</p><p></p><p>However, to keep spellcasting rare, I'd require that any PC who wanted to be an Arcane spellcaster of any kind burn a feat at 1st level. For balance, though, every PC would get an extra 1st level feat- all of which would be used on something related to their ancestry. Thus, I'd have to expand the list of "Ancestry/Heritage/Bloodline" and similar feats for balance.</p><p></p><p>I'd also rein in magic in other ways...perhaps by using a fatigue system.</p><p></p><p>Divine casters would probably be a bit different, given that their powers are granted rather than innate. While they could cast in armor, unlike most of their Arcane caster counterparts, Armor Proficiency would be absent from most of the Divine caster classes.</p><p></p><p></p><p></p><p>The fatigue thing may work here as well.</p><p></p><p>So also might be the reducing of the number of healing spells in the game, and replacing them with something like the Divine Feats that let you gain spell like effects, like the CompDiv version of Sacred Healing. Those might be built into the classes as features, though.</p><p></p><p></p><p>Ditto.</p><p></p><p></p><p>Cities- the grittier the better- or caravans/nautical voyages are pretty common themes for S&S. You simply can't go wrong with them.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5043870, member: 19675"] 1) Running an S&S campaign would make me make a custom list of Classes. To your list, I'd probably add a few, including a spellcaster or two of some kind- after all, even Fafhrd and Grey Mouser had some arcane skill. 2) Unless I was running this for a bunch of S&S aficionados, I'd expand the race list beyond humanity, but probably avoid the more exotic ones. Elves, Dwarves, Goblins, Orcs pass muster as being "mundane" enough to fit in well. Beyond that would depend upon campaign-specific details. One thing's for sure, though: Unless I just went with the "PCs are intrinsically rare" type justification, I'd borrow one mechanic from the original version of the Stormbringer RPG. In that game, they made sure the races/nationalities lived up to the power (or lack thereof) as described in the book. That meant that Melniboneans were extremely powerful- think of a D&D game in which, by virtue of race, a PC in the game was ECL7 in a Lvl 1 party, and you're close. Pan Tangians were not far behind, and some other races were notably more powerful than the average human. That, of course, made everyone want to play a Melnibonean, Pan Tangian, or the like. So they had a %ile chart to determine a PC's race or nationality. Now, I wouldn't do it quite like that, but I would group the available PC races by "rarity" and give each player a roll. Say...75% of PC are from Common races, 20% from Uncommon races, and 5% from Rare races. To me, the study involved with finding out how to make such pacts sounds more like Wizards...or Binders. Sorcerers, to me, would be virtually unchanged- their ancestors had a little dalliance with powerful beings and the bloodline became altered because of it. Warlocks would be in much the same boat. IOW, there would be serious use of the Heritage feats (CompMage & CompArc) and the Bloodline feats (DCv1 and the like), and I might expand those feats to have different effects for Warlocks. However, to keep spellcasting rare, I'd require that any PC who wanted to be an Arcane spellcaster of any kind burn a feat at 1st level. For balance, though, every PC would get an extra 1st level feat- all of which would be used on something related to their ancestry. Thus, I'd have to expand the list of "Ancestry/Heritage/Bloodline" and similar feats for balance. I'd also rein in magic in other ways...perhaps by using a fatigue system. Divine casters would probably be a bit different, given that their powers are granted rather than innate. While they could cast in armor, unlike most of their Arcane caster counterparts, Armor Proficiency would be absent from most of the Divine caster classes. The fatigue thing may work here as well. So also might be the reducing of the number of healing spells in the game, and replacing them with something like the Divine Feats that let you gain spell like effects, like the CompDiv version of Sacred Healing. Those might be built into the classes as features, though. Ditto. Cities- the grittier the better- or caravans/nautical voyages are pretty common themes for S&S. You simply can't go wrong with them. [/QUOTE]
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