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General Tabletop Discussion
*TTRPGs General
About the myth or fact (?) of needing magical items
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<blockquote data-quote="Belen" data-source="post: 2503336" data-attributes="member: 1405"><p>Not too much work. You should check out the heroic paths from Midnight. I have found that if you run a low item game, then the heroic paths can be a cool addition. You could also replace the casters the channeler class if that suited you. Midnight does not have a lot of magic (at least for the good guys.)</p><p></p><p>However, in normal D&D, the Fighter class just sucks all around. I have modified some feats to helps the fighter:</p><p></p><p>Skill Affinity (Feat): By taking this feat, a character may take any two non-class skills and make them class skills.</p><p></p><p>Weapon Focus(Feat: Fighter): / Specialization (Feat: Fighter): Instead of applying to one weapon, choose either slashing, piercing, or bludgeoning. You gain the use of the feat with all weapons of the type.</p><p></p><p>Craft skill: Characters may choose a number of related crafts equal to their wisdom modifier. Skill checks are counted as if they were one skill. The craft skills chosen must be an intimate part of the character class, such as armor/ weaponsmith for a fighter. Should the wisdom modifier increase, the character must train for one year in a craft in order to learn a new craft.</p></blockquote><p></p>
[QUOTE="Belen, post: 2503336, member: 1405"] Not too much work. You should check out the heroic paths from Midnight. I have found that if you run a low item game, then the heroic paths can be a cool addition. You could also replace the casters the channeler class if that suited you. Midnight does not have a lot of magic (at least for the good guys.) However, in normal D&D, the Fighter class just sucks all around. I have modified some feats to helps the fighter: Skill Affinity (Feat): By taking this feat, a character may take any two non-class skills and make them class skills. Weapon Focus(Feat: Fighter): / Specialization (Feat: Fighter): Instead of applying to one weapon, choose either slashing, piercing, or bludgeoning. You gain the use of the feat with all weapons of the type. Craft skill: Characters may choose a number of related crafts equal to their wisdom modifier. Skill checks are counted as if they were one skill. The craft skills chosen must be an intimate part of the character class, such as armor/ weaponsmith for a fighter. Should the wisdom modifier increase, the character must train for one year in a craft in order to learn a new craft. [/QUOTE]
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