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<blockquote data-quote="Crazy Jerome" data-source="post: 5573133" data-attributes="member: 54877"><p>Here is where I think a clean break with the past, mechanically, would still fit RC very well. Races: Human, Elf, Dwarf, Halfing (with the caveats listed in my earlier reply to Dausuul). Classes: Fighter, Wizard, Cleric, Rogue (or thief, though I think "Rogue" is a better label for what the RC thief was). Any race can be any class.</p><p> </p><p>For everything else, go with 4E themes, adapted to this game (i.e. keeping the themes as short as possible, just enough to be mechanically interesting and flavorful without going on too long). For that matter, you could do class and race themes. Lots of customization options.</p><p> </p><p>It has long been my opinion that a good way to keep mechanics simple but effective, while allowing maximum flavor, is to have at least three orthogonal dimensions, with each dimension consisting of a relatively short list. To really follow this through, you deliberately make each theme applicable to any race/class combo. So you could have an elven/rogue/druid or human/wizard/assassin, for example. And why not, don't those combinations spark interesting ideas?</p><p> </p><p>Even if you have only 4 themes, that is 4x4x4=64, very simple character templates. If races also have themes, that's 64x4=256. A lot easier than making your class and race lists long, and more flexibility too. (In practice, you'd probably have more class themes and fewer racial themes, but the multiplicative effects would be similar on the final number of combinations. It shouldn't arbitrarily be limited to 4 on each list, anyway.) You don't even need multiclassing in such a system.</p><p> </p><p>There's nothing like this in RC. But I think the spirit of RC having simple options that can be put together quickly, but enforce niche protection, can easily be preserved with such a system (a lot easier than with the long class lists and multiclassing), while allowing some PC character types that were never outside the RC spirit, but were discarded for mechanical simplicity.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5573133, member: 54877"] Here is where I think a clean break with the past, mechanically, would still fit RC very well. Races: Human, Elf, Dwarf, Halfing (with the caveats listed in my earlier reply to Dausuul). Classes: Fighter, Wizard, Cleric, Rogue (or thief, though I think "Rogue" is a better label for what the RC thief was). Any race can be any class. For everything else, go with 4E themes, adapted to this game (i.e. keeping the themes as short as possible, just enough to be mechanically interesting and flavorful without going on too long). For that matter, you could do class and race themes. Lots of customization options. It has long been my opinion that a good way to keep mechanics simple but effective, while allowing maximum flavor, is to have at least three orthogonal dimensions, with each dimension consisting of a relatively short list. To really follow this through, you deliberately make each theme applicable to any race/class combo. So you could have an elven/rogue/druid or human/wizard/assassin, for example. And why not, don't those combinations spark interesting ideas? Even if you have only 4 themes, that is 4x4x4=64, very simple character templates. If races also have themes, that's 64x4=256. A lot easier than making your class and race lists long, and more flexibility too. (In practice, you'd probably have more class themes and fewer racial themes, but the multiplicative effects would be similar on the final number of combinations. It shouldn't arbitrarily be limited to 4 on each list, anyway.) You don't even need multiclassing in such a system. There's nothing like this in RC. But I think the spirit of RC having simple options that can be put together quickly, but enforce niche protection, can easily be preserved with such a system (a lot easier than with the long class lists and multiclassing), while allowing some PC character types that were never outside the RC spirit, but were discarded for mechanical simplicity. [/QUOTE]
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