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d20M: new Talent Trees?
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<blockquote data-quote="EditorBFG" data-source="post: 3504712" data-attributes="member: 24719"><p>I am pretty familiar, and I admire Grim Tales a lot. I would say our approach is very similar, but within a different framework. Obviously, as the product is a book of new classes, the talent trees included are designed more for those new classes than the existing six (though there is nothing to stop anyone from using the fantasy talent trees with Modern's regular base classes, and they are designed to work that way as well-- there are rules for using the 12 classes presented as additional new base classes, replacement base classes, or as advanced classes). </p><p></p><p>Also, Fantastic Classes is designed to work with Modern as written, and does not have its own magic system like Grim Tales does. Because Grim Tales features a self-balancing system for magic (spell burn, etc.), the designer did not have to go the route we did with magic-using talent trees. For us, it became important to have a game balance element implicit in the talents. So, if the Smart Hero begins casting arcane spells with the Arcane Insight talent tree, he goes from receiving 9 skill points per level to receiving 3 per level, making him the equivalent of a D&D mage-- he spends less time learning general knowledge and lets skills atrophy to devote more time to honing the craft of magic. It is more complex than that, but that is essentially how we did it.</p><p></p><p>A final concern was making classes that were still usable in any kind of game, even one without magic. So the wizard-like class can be a spellcaster, or can be a character obsessed with gaining forbidden knowledge on another subject, like conspiracy theory or computer hacking. The ranger-like class can gain supernatural abilities, or simply be a Modern character who devotes himself to nature. Our central conceit was that the D&D classes represented archetypal roles rather than merely game mechanics, and the product is designed to help apply those roles to any Modern game.</p><p></p><p>That was a long answer to a simple question, but basically, yes it is similar. Yet different. <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></blockquote><p></p>
[QUOTE="EditorBFG, post: 3504712, member: 24719"] I am pretty familiar, and I admire Grim Tales a lot. I would say our approach is very similar, but within a different framework. Obviously, as the product is a book of new classes, the talent trees included are designed more for those new classes than the existing six (though there is nothing to stop anyone from using the fantasy talent trees with Modern's regular base classes, and they are designed to work that way as well-- there are rules for using the 12 classes presented as additional new base classes, replacement base classes, or as advanced classes). Also, Fantastic Classes is designed to work with Modern as written, and does not have its own magic system like Grim Tales does. Because Grim Tales features a self-balancing system for magic (spell burn, etc.), the designer did not have to go the route we did with magic-using talent trees. For us, it became important to have a game balance element implicit in the talents. So, if the Smart Hero begins casting arcane spells with the Arcane Insight talent tree, he goes from receiving 9 skill points per level to receiving 3 per level, making him the equivalent of a D&D mage-- he spends less time learning general knowledge and lets skills atrophy to devote more time to honing the craft of magic. It is more complex than that, but that is essentially how we did it. A final concern was making classes that were still usable in any kind of game, even one without magic. So the wizard-like class can be a spellcaster, or can be a character obsessed with gaining forbidden knowledge on another subject, like conspiracy theory or computer hacking. The ranger-like class can gain supernatural abilities, or simply be a Modern character who devotes himself to nature. Our central conceit was that the D&D classes represented archetypal roles rather than merely game mechanics, and the product is designed to help apply those roles to any Modern game. That was a long answer to a simple question, but basically, yes it is similar. Yet different. :) [/QUOTE]
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