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<blockquote data-quote="Drawmack" data-source="post: 477662" data-attributes="member: 4981"><p><span style="color: white"></span></p><p><span style="color: white">Check this one out. <a href="http://www.mortality.net/modules.php?op=modload&name=Files&file=index&do=showpic&pid=519&orderby=hitsD" target="_blank">http://www.mortality.net/modules.php?op=modload&name=Files&file=index&do=showpic&pid=519&orderby=hitsD</a></span></p><p><span style="color: white">I have been really tearing it appart and cannot find any holes in the system that he has set up. I have used it do devise a couple of classes for players. One player came to me and said, since we're doing a city campaign can I be a Sherlock Holmes type so I made up a class that did that, because nothing else fit at all. Another wanted to be a city ranger so I used this to tweak the ranger class.</span></p><p><span style="color: white"></span></p><p><span style="color: white">I am thinking about for the next game allowing the PCs to take a core class, tweak a core class as per these rules or create a class from the ground up using this system.</span></p><p><span style="color: white"></span></p><p><span style="color: white">I will warn you that it is a bit strange at first. It took me a couple of readings to really understand what the guy was doing. It all works very well. The point system is great because it's easy to alter. For low magic add points to the cost of magic. For a high intrigue campaign you might want to play with the numbers for the skill points and class skills.</span></p><p><span style="color: white"></span></p><p><span style="color: white">There is one thing that I have changed. The Barbarian and the Rogue Uncanny dodge cost the same amount. But the barbarian gets everything one level sooner. So I alter the rouge to get the bonuses the same time as the barbarian. </span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 477662, member: 4981"] [color=white] Check this one out. [url]http://www.mortality.net/modules.php?op=modload&name=Files&file=index&do=showpic&pid=519&orderby=hitsD[/url] I have been really tearing it appart and cannot find any holes in the system that he has set up. I have used it do devise a couple of classes for players. One player came to me and said, since we're doing a city campaign can I be a Sherlock Holmes type so I made up a class that did that, because nothing else fit at all. Another wanted to be a city ranger so I used this to tweak the ranger class. I am thinking about for the next game allowing the PCs to take a core class, tweak a core class as per these rules or create a class from the ground up using this system. I will warn you that it is a bit strange at first. It took me a couple of readings to really understand what the guy was doing. It all works very well. The point system is great because it's easy to alter. For low magic add points to the cost of magic. For a high intrigue campaign you might want to play with the numbers for the skill points and class skills. There is one thing that I have changed. The Barbarian and the Rogue Uncanny dodge cost the same amount. But the barbarian gets everything one level sooner. So I alter the rouge to get the bonuses the same time as the barbarian. [/color] [/QUOTE]
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