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classes in arabian-themed game
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 1847535" data-attributes="member: 6533"><p>Hmmm,</p><p> Very very important to have viable sailor and rider classes. Also, summoning based classes are a nice touch. Barbers, beggars, and artificers. Merchants. Various types of foriegners. I'd very much like to see a cypher for Byzantines or Arab Christians for instance. Mmmm, Mamelukes and slave warriors. </p><p> I didn't mind the kit based mechanic for Al-Quadim, particularly since it was mostly a full conversion of the classes involved. Oriental Adventures had a pretty good take on how to use the classes from the Core Book with new classes, though I think they tried to make too much viable.</p><p> I'd also like to see it try to base itself more on the historical and literary medieval middle-east rather than tieing itself too specifically to one culture. I actully think Al-Quadim did that pretty well, but making it explicit never hurts. It's such a huge and awesome fantasy geography that I don't know why you would limit yourself unnecessarily. Not too mention there would have to be a lot of DnDisms.</p><p> Civilized and enlightened animals are something I would like to see. They showed up once in Al-Quadim and left a big impression on me.</p><p> The need to develop a strong and unique mythological history for the setting could not be overemphasized. The divine and supernatural should not be split, save perhaps on a character level, and should be a very present part of the history. Though honestly I think that's something most DnD games should do.</p><p></p><p>One Thing Al-Quadim did not do well was having too vague an idea of the other. It compromised the cosmopolitan feel of the setting in a totally needless way to have kits like the generic Ajami foriegner and to bland barbarian mercenary wandering around.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 1847535, member: 6533"] Hmmm, Very very important to have viable sailor and rider classes. Also, summoning based classes are a nice touch. Barbers, beggars, and artificers. Merchants. Various types of foriegners. I'd very much like to see a cypher for Byzantines or Arab Christians for instance. Mmmm, Mamelukes and slave warriors. I didn't mind the kit based mechanic for Al-Quadim, particularly since it was mostly a full conversion of the classes involved. Oriental Adventures had a pretty good take on how to use the classes from the Core Book with new classes, though I think they tried to make too much viable. I'd also like to see it try to base itself more on the historical and literary medieval middle-east rather than tieing itself too specifically to one culture. I actully think Al-Quadim did that pretty well, but making it explicit never hurts. It's such a huge and awesome fantasy geography that I don't know why you would limit yourself unnecessarily. Not too mention there would have to be a lot of DnDisms. Civilized and enlightened animals are something I would like to see. They showed up once in Al-Quadim and left a big impression on me. The need to develop a strong and unique mythological history for the setting could not be overemphasized. The divine and supernatural should not be split, save perhaps on a character level, and should be a very present part of the history. Though honestly I think that's something most DnD games should do. One Thing Al-Quadim did not do well was having too vague an idea of the other. It compromised the cosmopolitan feel of the setting in a totally needless way to have kits like the generic Ajami foriegner and to bland barbarian mercenary wandering around. [/QUOTE]
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