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Birthright Conversion WIP
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<blockquote data-quote="GreenTengu" data-source="post: 6765508" data-attributes="member: 6777454"><p>I don't know that any of the restrictions were there simply because it was Birthright, but rather they were simply the wonky way 2nd edition tried to balance things.</p><p></p><p>I don't see anything about the setting falling apart simply because there would be Elven or Dwarven orders of holy warriors that are basically "Paladins" of sorts. I don't think it was any sort of unbreakable central theme that there couldn't be any such thing as a Rogue/Cleric-- especially since Rogues are conceptually a considerably larger category than "Thieves" ever were.</p><p>And certainly it is not a central pillar of the setting that Halflings can not imaginably use magic and if any Halfling learned to be a Wizard, the whole setting would fall to pieces.</p><p></p><p>They weren't restriction that were necessary for the setting or concept to function, they were restriction that were there because they were the ones that the people who wrote 2nd edition arbitrarily decided to hold over from 1st edition and very, very few of the restrictions were ever justified. (Honestly, the Bard, Paladin and Ranger being human & half-elf only had a lot more to do with them being super classes that were just flat out better than all others-- which is no longer true in later editions.)</p><p></p><p>Honestly, the thing to get across with Birthright would be the domain management aspects of it. And, really, even then since a few things have been better developed in later editions, I could certainly imagine these concepts going deeper. For instance, if I were developing them now I am pretty sure I would include rules for "orc", "goblinoid" and "draconic" domains with their own alterations to the basic rules and own troop sorts since at least the first two were things that really should have existed in that setting and the third would be quite popular. Even if they were primarily meant to be run by the DM, it would give the world more depth if the villain forces had specific rules they were playing by and you could chart their activities on your game map and disrupt them or engage them just like other domains.</p><p></p><p>Beyond that... Bloodline would more or less replace background I would have to imagine.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6765508, member: 6777454"] I don't know that any of the restrictions were there simply because it was Birthright, but rather they were simply the wonky way 2nd edition tried to balance things. I don't see anything about the setting falling apart simply because there would be Elven or Dwarven orders of holy warriors that are basically "Paladins" of sorts. I don't think it was any sort of unbreakable central theme that there couldn't be any such thing as a Rogue/Cleric-- especially since Rogues are conceptually a considerably larger category than "Thieves" ever were. And certainly it is not a central pillar of the setting that Halflings can not imaginably use magic and if any Halfling learned to be a Wizard, the whole setting would fall to pieces. They weren't restriction that were necessary for the setting or concept to function, they were restriction that were there because they were the ones that the people who wrote 2nd edition arbitrarily decided to hold over from 1st edition and very, very few of the restrictions were ever justified. (Honestly, the Bard, Paladin and Ranger being human & half-elf only had a lot more to do with them being super classes that were just flat out better than all others-- which is no longer true in later editions.) Honestly, the thing to get across with Birthright would be the domain management aspects of it. And, really, even then since a few things have been better developed in later editions, I could certainly imagine these concepts going deeper. For instance, if I were developing them now I am pretty sure I would include rules for "orc", "goblinoid" and "draconic" domains with their own alterations to the basic rules and own troop sorts since at least the first two were things that really should have existed in that setting and the third would be quite popular. Even if they were primarily meant to be run by the DM, it would give the world more depth if the villain forces had specific rules they were playing by and you could chart their activities on your game map and disrupt them or engage them just like other domains. Beyond that... Bloodline would more or less replace background I would have to imagine. [/QUOTE]
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