Darth Shoju said:
You could adopt the d20 Star Wars rule, where you had a certain number of hit points, which was fixed, and then as you advanced in level you gained "dodge points" (I can't remember the actual terms used in the SW game though).
I'm sure there's some non-supernatural alternate martial arts user class out there somewhere. I'm not really aware of one, though.Moe Ronalds said:As far as the monk goes, still mind, abundant step, diamond soul, timeless body, tongue of the sun and moon, empty body, and perfect self are the only things that are too weird (or that would be useless in a magicless setting). If I removed those abilities, I'd probably just need to think of some way to replace them to compensate.
I'm a big fan of alt.rangers, and they're really easy to find, including a number that are non-spellcasters. I like the defense bonus too -- great all around idea.Also, I like the suggestion of adding classes from other sources, and I *really* like the idea of adding a defense bonus...
Will anyone want to play it, though? If not, you've got potential trouble.As for healing, I actually did make the Field Medic class from d20 modern into a 20 level class, and I added a new ability that auguments healing. It's slightly overpowered, but all of its abilities benefit the whole group. I'm also working on a variant expert class (at the moment just called the scientist) with d4 HD, 1/2 BaB, but an impressive ammount of skills and a few bonus feats.
That's a good idea too.I also plan to make some higher-level alchemical substances (more pricey than normal potions and more risky, but otherwise the same).
Joshua Dyal said:
Will anyone want to play it, though? If not, you've got potential trouble.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.