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d20 Modern-Dark Matter FX Classes: Action Points
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<blockquote data-quote="buzz" data-source="post: 1439450" data-attributes="member: 6777"><p>There was a smiley after the NPC comment for a reason. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Yes, <em>Alternity</em> allowed these types of PCs. However, I think that D*M didn't necessarily *encourage* these types as starting PCs. The mindwalking section of chapter 3 puts a lot of limits on psi as compared to a standard <em>Alternity</em> character. Chapter 4 also resrticts magic FX a bit. Essentially, no D*M PC is actually going to be a member of an FX profession ("class"). Ergo, I don't see d20M mages, acolytes, and occultists really fitting the setting.</p><p></p><p>I think the sample PCs presented for use with <em>Exit 23</em> are more along the lines of your average 1st-level D*M character. Of course, as I said, you can do whatever you want in your campaign, but ready access to powerful magic just doesn't strike me as being true to the setting, so I wouldn't do it myself.</p><p></p><p></p><p>But <em>Pulp Heroes</em> and ILOJ are way more cinematic than D*M. They're street-level supers and science fantasy, respectively. No way, IMHO, should D*M PCs be able to do that sort of flashy stuff. I think the AP-based FX in Poly was actually a very good compromise.</p><p></p><p>When d20M first came out, I remember that Monte Cook, when asked if D*M would be ported to the system, said he thought that <em>Call of Cthulhu</em> was more what he'd prefer for a system to be paired with D*M. The intention of the setting seems clear. PCs being able to handle problems with <em>knock</em> or <em>sleep</em> spells at will just doesn't fit.</p><p></p><p>Again, this is my impression of the system. If you want a higher FX level in your D*M game, by all means go for it. I still encourage you to read jonrog1's story hour for what I think is a great example of how a D*M game should run.</p></blockquote><p></p>
[QUOTE="buzz, post: 1439450, member: 6777"] There was a smiley after the NPC comment for a reason. :) Yes, [i]Alternity[/i] allowed these types of PCs. However, I think that D*M didn't necessarily *encourage* these types as starting PCs. The mindwalking section of chapter 3 puts a lot of limits on psi as compared to a standard [i]Alternity[/i] character. Chapter 4 also resrticts magic FX a bit. Essentially, no D*M PC is actually going to be a member of an FX profession ("class"). Ergo, I don't see d20M mages, acolytes, and occultists really fitting the setting. I think the sample PCs presented for use with [i]Exit 23[/i] are more along the lines of your average 1st-level D*M character. Of course, as I said, you can do whatever you want in your campaign, but ready access to powerful magic just doesn't strike me as being true to the setting, so I wouldn't do it myself. But [i]Pulp Heroes[/i] and ILOJ are way more cinematic than D*M. They're street-level supers and science fantasy, respectively. No way, IMHO, should D*M PCs be able to do that sort of flashy stuff. I think the AP-based FX in Poly was actually a very good compromise. When d20M first came out, I remember that Monte Cook, when asked if D*M would be ported to the system, said he thought that [i]Call of Cthulhu[/i] was more what he'd prefer for a system to be paired with D*M. The intention of the setting seems clear. PCs being able to handle problems with [i]knock[/i] or [i]sleep[/i] spells at will just doesn't fit. Again, this is my impression of the system. If you want a higher FX level in your D*M game, by all means go for it. I still encourage you to read jonrog1's story hour for what I think is a great example of how a D*M game should run. [/QUOTE]
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