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<blockquote data-quote="tombowings" data-source="post: 9739357" data-attributes="member: 56324"><p>I totally disagree. Homebrewers have hacked 5e to fix a huge number of settings. All it require it for the core game to come with options built in. The game might have 15-ish classes, but with the assumption that only 4-12 will be used in any given game where they fit the milieu. Different magic-using classes would have different magic systems that fit different settings; Sub-classes could be built with different fantasy genres in mind (spellcasting would become a ranger sub-class, for example). Again, not every sub-class would be available in every game.</p><p></p><p style="margin-left: 20px"><strong>Middle Earth:</strong> Druid; Fighter, Noble, Ranger, Wizard; low-magic module; slow recovery; tradition fantasy spell list module; traditional fantasy races only</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Hyboria: </strong>Barbarian, Cultist, Fighter, Noble, Ranger, Rogue, Warlock; low-magic module; all human PCs</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Vancian Dying Earth: </strong>Fighter, Noble, Rogue, Magician (uses a real Vancian magic system); all human PCs</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Westros: </strong>Barbarian, Cultist, Fighter, Noble, Ranger, Rogue; low-magic module; slow-recovery module; tradition fantasy spell list module; all human PCs</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>1e Faerun: </strong>Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Wizard</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>3e Eberron:</strong> Artificer, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Age of Sail Historical Fantasy:</strong> Fighter, Noble, Ranger, Rogue; no magic module; slow-recovery module; firearms module; all human PCs</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Early 1900s CoC-type setting: </strong>Cultist, Fighter, Rogue, Warlock, low magic module; firearms module; slow-recovery module; all human PCs</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Tatooine:</strong> Fighter, Monk, Noble, Ranger, Rogue; Psionic feats allowed; high tech weapons module; space flight module</p><p></p><p>I absolutely believe this could be accomplished in two 350-page books by 1) moving all detailed rules explanations to the DMG and 2) cutting the abstract stuff nobody reads from the DMG.</p></blockquote><p></p>
[QUOTE="tombowings, post: 9739357, member: 56324"] I totally disagree. Homebrewers have hacked 5e to fix a huge number of settings. All it require it for the core game to come with options built in. The game might have 15-ish classes, but with the assumption that only 4-12 will be used in any given game where they fit the milieu. Different magic-using classes would have different magic systems that fit different settings; Sub-classes could be built with different fantasy genres in mind (spellcasting would become a ranger sub-class, for example). Again, not every sub-class would be available in every game. [INDENT][B]Middle Earth:[/B] Druid; Fighter, Noble, Ranger, Wizard; low-magic module; slow recovery; tradition fantasy spell list module; traditional fantasy races only[/INDENT] [INDENT][/INDENT] [INDENT][B]Hyboria: [/B]Barbarian, Cultist, Fighter, Noble, Ranger, Rogue, Warlock; low-magic module; all human PCs[/INDENT] [INDENT][/INDENT] [INDENT][B]Vancian Dying Earth: [/B]Fighter, Noble, Rogue, Magician (uses a real Vancian magic system); all human PCs[/INDENT] [INDENT][/INDENT] [INDENT][B]Westros: [/B]Barbarian, Cultist, Fighter, Noble, Ranger, Rogue; low-magic module; slow-recovery module; tradition fantasy spell list module; all human PCs[/INDENT] [INDENT][/INDENT] [INDENT][B]1e Faerun: [/B]Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Wizard[/INDENT] [INDENT][/INDENT] [INDENT][B]3e Eberron:[/B] Artificer, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard[/INDENT] [INDENT][/INDENT] [INDENT][B]Age of Sail Historical Fantasy:[/B] Fighter, Noble, Ranger, Rogue; no magic module; slow-recovery module; firearms module; all human PCs[/INDENT] [INDENT][/INDENT] [INDENT][B]Early 1900s CoC-type setting: [/B]Cultist, Fighter, Rogue, Warlock, low magic module; firearms module; slow-recovery module; all human PCs[/INDENT] [INDENT][/INDENT] [INDENT][B]Tatooine:[/B] Fighter, Monk, Noble, Ranger, Rogue; Psionic feats allowed; high tech weapons module; space flight module[/INDENT] I absolutely believe this could be accomplished in two 350-page books by 1) moving all detailed rules explanations to the DMG and 2) cutting the abstract stuff nobody reads from the DMG. [/QUOTE]
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