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Arcana Evolved with another setting
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<blockquote data-quote="Baron Opal" data-source="post: 3416123" data-attributes="member: 10433"><p>It's a great fit for me.</p><p></p><p>I use the races, classes, pretty much everything except for the setting. My setting is a mix of <u>Dune</u>, <u>Nine Princes In Amber</u> and the accumulated lore of Tekumel and Glorantha. There is also a dash of <u>Memory, Sorrow and Thorn</u> come to think of it. I also use dwarves and rogues in the setting. Elves are present historically but currently extinct. If someone really wanted to I would consider bards or barbarians but I would probably swap out an ability to grant rage if pressed.</p><p></p><p>I had been out of gaming for a considerable period but had come back after third edition. I was kicking around some ideas but little interested me. Looking over Arcana Unearthed got my creative juices flowing again, and after a while I decided to advance my first real campaign into the next age. Things ended with a bang (a <em>really big</em> bang, curse you Talon!) and it gave me an interesting place to extrapolate from. In short, the verrik had the big empire, the humans, faen and dwarves came from over the sea and settled on the coasts, and the giants and sibeccai came from the south seeking some vague evil they won't talk about. The verrik empire has fallen, the Byzantine equivalent is struggling for identity, and the human / faen / dwarf territories are throwing off their shackles and fighting to make their own kingdoms. The giants are still looking, and helping the other races. For the right price, of course.</p><p></p><p>I find that the Champions are paladins done right. I do have a couple of quibbles, but AE addressed some of my concerns. A couple of classes have abilities advance every five levels (Champions, Witches) and I think that is too long a time. Every four seems to have the right punch to it (Totem Warrior). I find the flexibility of the spell system to be superior to the PHB. There are some themes that I think should have been more throughly explored, but even so I think its a great spell list (Elemental Vs. Energy spells, conjuration vs summoning, &c.) I would have liked it far more if the ceremonies had been gone into <em>at all</em>, <u>Mystic Secrets</u> notwithstanding. </p><p></p><p>I am probably going to recast Champions as having one of the metaphysical axes of the campaign as their focus. (Pattern, Maelstrom, Obelisk vs death, life, freedom &c.) The strong animism of the implied setting doesn't mesh well with my setting, so Totem Warriors are going to be retuned to elemental runes rather than animals. There is a strong theme of "runes" having potency in the system, but it really isn't supported beyond the Runethane class. The list of elements, favored weapon, animal affinities, &c. in Glorantha lore is going to be used heavily here. There is going to be a presence of "Natural Philosophy" in the setting. This will demonstrate the usefulness of the giantish ceremonies; also it will provide a reason for where the common folk can afford the minor "magic" items. </p><p></p><p>My players have no complaints with the Runethane class. They rue the day they cornered a mojh runethane in his lair. Rue, I tell you. The big thing about runethanes is foresight. If you play a runethane you must think ahead. Improvising on the fly while dashing about? That's bad news. Figuring out that the enemy priest is going to march down this path tomorrow at noon? Time to kick ass with a lead foot, my friend. If you have time to prepare, even 5 rounds, you can come out ahead. The only class they have voice complaints about is the Witch. That's a shame since it is so customizable as written and the guidelines are provided to make any other kind you want. I'm thinking of splicing it with the warlock and seeing what I can come up with.</p><p></p><p>I came up with the rough setting first, read through the AU/AE rules, and then decided the details. Some classes are so customizable (Champion, Witch) they really can add to a setting.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 3416123, member: 10433"] It's a great fit for me. I use the races, classes, pretty much everything except for the setting. My setting is a mix of [U]Dune[/U], [U]Nine Princes In Amber[/U] and the accumulated lore of Tekumel and Glorantha. There is also a dash of [U]Memory, Sorrow and Thorn[/U] come to think of it. I also use dwarves and rogues in the setting. Elves are present historically but currently extinct. If someone really wanted to I would consider bards or barbarians but I would probably swap out an ability to grant rage if pressed. I had been out of gaming for a considerable period but had come back after third edition. I was kicking around some ideas but little interested me. Looking over Arcana Unearthed got my creative juices flowing again, and after a while I decided to advance my first real campaign into the next age. Things ended with a bang (a [I]really big[/I] bang, curse you Talon!) and it gave me an interesting place to extrapolate from. In short, the verrik had the big empire, the humans, faen and dwarves came from over the sea and settled on the coasts, and the giants and sibeccai came from the south seeking some vague evil they won't talk about. The verrik empire has fallen, the Byzantine equivalent is struggling for identity, and the human / faen / dwarf territories are throwing off their shackles and fighting to make their own kingdoms. The giants are still looking, and helping the other races. For the right price, of course. I find that the Champions are paladins done right. I do have a couple of quibbles, but AE addressed some of my concerns. A couple of classes have abilities advance every five levels (Champions, Witches) and I think that is too long a time. Every four seems to have the right punch to it (Totem Warrior). I find the flexibility of the spell system to be superior to the PHB. There are some themes that I think should have been more throughly explored, but even so I think its a great spell list (Elemental Vs. Energy spells, conjuration vs summoning, &c.) I would have liked it far more if the ceremonies had been gone into [I]at all[/I], [u]Mystic Secrets[/u] notwithstanding. I am probably going to recast Champions as having one of the metaphysical axes of the campaign as their focus. (Pattern, Maelstrom, Obelisk vs death, life, freedom &c.) The strong animism of the implied setting doesn't mesh well with my setting, so Totem Warriors are going to be retuned to elemental runes rather than animals. There is a strong theme of "runes" having potency in the system, but it really isn't supported beyond the Runethane class. The list of elements, favored weapon, animal affinities, &c. in Glorantha lore is going to be used heavily here. There is going to be a presence of "Natural Philosophy" in the setting. This will demonstrate the usefulness of the giantish ceremonies; also it will provide a reason for where the common folk can afford the minor "magic" items. My players have no complaints with the Runethane class. They rue the day they cornered a mojh runethane in his lair. Rue, I tell you. The big thing about runethanes is foresight. If you play a runethane you must think ahead. Improvising on the fly while dashing about? That's bad news. Figuring out that the enemy priest is going to march down this path tomorrow at noon? Time to kick ass with a lead foot, my friend. If you have time to prepare, even 5 rounds, you can come out ahead. The only class they have voice complaints about is the Witch. That's a shame since it is so customizable as written and the guidelines are provided to make any other kind you want. I'm thinking of splicing it with the warlock and seeing what I can come up with. I came up with the rough setting first, read through the AU/AE rules, and then decided the details. Some classes are so customizable (Champion, Witch) they really can add to a setting. [/QUOTE]
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