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*TTRPGs General
Arcana Unearthed meets Dawnforge
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<blockquote data-quote="Acid_crash" data-source="post: 1329128" data-attributes="member: 16278"><p>Thanks for the reply I was wondering if anyone was going to respond. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I read the magic rules in Dawnforge, and I have to say that I really like them. Of course, I don't like Vancian magic, so I have already kind of decided that I am going to do a variant magic system using spell points instead of spell slots, and use this for all spellcasting classes used in the game. I didn't read the whole book yet so I don't know what options for psionics are used in Dawnforge, but it seems that psionics don't play a major factor in the game and for now I'm not going to worry about it. I also know I won't be using the ceremonial rules and feats from AU, and maybe not the spell templates, but I do like the diminished and heightened effects for spells in AU...now if I only had the capacity for doing that with the PHB spells also. </p><p></p><p>I will adopt your suggestions for how most of the AU races will port over into Dawnforge, those are awesome suggestions and really fit in well. As of right now, here is what I'm doing with the classes situation:</p><p></p><p>- Champion replaces Paladin</p><p>- Magister/Wizard will become one class and follow all arcane rules in DF book.</p><p>- will use Archer class from another source</p><p>- will keep Rogue, Barbarian, Monk, Ranger, Bard</p><p>- will keep Akashic, Mage Blade, Runethane, Totem Warrior, Unfettered, Warmain, Witch, Oathsworn</p><p>- no Greenbond, Cleric, Druid, Fighter, Paladin</p><p>- debating Sorceror</p><p>- debating adding in Gem Magic and the Gem Master and Gem Sorceror from R.A. Sal's Demon Wars campaign setting...I think that they could fit in Dawnforge.</p><p></p><p>Also going to add in rules for Personal Growth Weapons from FFG S&S book. I won't be starting this for a while yet, so I do have some time, but I do like to get ideas from other people.</p></blockquote><p></p>
[QUOTE="Acid_crash, post: 1329128, member: 16278"] Thanks for the reply I was wondering if anyone was going to respond. :D I read the magic rules in Dawnforge, and I have to say that I really like them. Of course, I don't like Vancian magic, so I have already kind of decided that I am going to do a variant magic system using spell points instead of spell slots, and use this for all spellcasting classes used in the game. I didn't read the whole book yet so I don't know what options for psionics are used in Dawnforge, but it seems that psionics don't play a major factor in the game and for now I'm not going to worry about it. I also know I won't be using the ceremonial rules and feats from AU, and maybe not the spell templates, but I do like the diminished and heightened effects for spells in AU...now if I only had the capacity for doing that with the PHB spells also. I will adopt your suggestions for how most of the AU races will port over into Dawnforge, those are awesome suggestions and really fit in well. As of right now, here is what I'm doing with the classes situation: - Champion replaces Paladin - Magister/Wizard will become one class and follow all arcane rules in DF book. - will use Archer class from another source - will keep Rogue, Barbarian, Monk, Ranger, Bard - will keep Akashic, Mage Blade, Runethane, Totem Warrior, Unfettered, Warmain, Witch, Oathsworn - no Greenbond, Cleric, Druid, Fighter, Paladin - debating Sorceror - debating adding in Gem Magic and the Gem Master and Gem Sorceror from R.A. Sal's Demon Wars campaign setting...I think that they could fit in Dawnforge. Also going to add in rules for Personal Growth Weapons from FFG S&S book. I won't be starting this for a while yet, so I do have some time, but I do like to get ideas from other people. [/QUOTE]
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