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[Black Company] Any use for generic campaign?
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<blockquote data-quote="hellbender" data-source="post: 1934267" data-attributes="member: 795"><p>I have been reading over the book since it got in a couple of days ago and have come to a few conclusions:</p><p> </p><p>The classes, as presented in the Black Company campaign setting, are pretty solid: Academinian, Berserker, Fighter, Jack of all trades, Noble, Ranger, Scout, Thief, Weapon Master, Wizard and Zealot. In addition, there is a section at the end of the classes chapter regarding classes from other worlds. Instead of crushing the classes like the Cleric (if gods exist on the cleric's homeworld, there could be influence within the sixteen connected worlds of the Glittering Stone), I would take spells that could work in the world and make them fit via the magic system presented in the campaign setting. Same with Psionic classes. I think that other classes could port over a bit more easily without unbalancing the game or losing world flavor.</p><p> </p><p>The magic system is awesome and makes sense, much better than the standard Vancian method. I wouldn't want to mix the systems, but blend powers that would work (there is an Allegiance system over Alignment, but you are telling me a Taken wouldn't register as having some bad intentions?) within the scope of the world and yet keep the Black Company feel. </p><p> </p><p>On my Black Company d20 site I mention a note on undead that I disagree with in the campaign setting; namely that since there is no Negative Energy Plane there are few true undead. This actually makes little sense to me, I have already houseruled that out, reasoning that undead drain power to partially maintain their existence and to contribute to the overall sense of the malign in the world. Makes as much sense to me (besides, I want to use Libris Mortis).</p></blockquote><p></p>
[QUOTE="hellbender, post: 1934267, member: 795"] I have been reading over the book since it got in a couple of days ago and have come to a few conclusions: The classes, as presented in the Black Company campaign setting, are pretty solid: Academinian, Berserker, Fighter, Jack of all trades, Noble, Ranger, Scout, Thief, Weapon Master, Wizard and Zealot. In addition, there is a section at the end of the classes chapter regarding classes from other worlds. Instead of crushing the classes like the Cleric (if gods exist on the cleric's homeworld, there could be influence within the sixteen connected worlds of the Glittering Stone), I would take spells that could work in the world and make them fit via the magic system presented in the campaign setting. Same with Psionic classes. I think that other classes could port over a bit more easily without unbalancing the game or losing world flavor. The magic system is awesome and makes sense, much better than the standard Vancian method. I wouldn't want to mix the systems, but blend powers that would work (there is an Allegiance system over Alignment, but you are telling me a Taken wouldn't register as having some bad intentions?) within the scope of the world and yet keep the Black Company feel. On my Black Company d20 site I mention a note on undead that I disagree with in the campaign setting; namely that since there is no Negative Energy Plane there are few true undead. This actually makes little sense to me, I have already houseruled that out, reasoning that undead drain power to partially maintain their existence and to contribute to the overall sense of the malign in the world. Makes as much sense to me (besides, I want to use Libris Mortis). [/QUOTE]
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[Black Company] Any use for generic campaign?
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