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General Tabletop Discussion
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Darkness & Dread: Homebrew Feats and Classes
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<blockquote data-quote="spider_minion" data-source="post: 1767193" data-attributes="member: 16096"><p>OK, so I got Darkness & Dread a few weeks ago, and decided I'd run a campaign with it. While the classes in the book are really neat, I don't want the PCs to be total weaklings. Most of the D&D core classes wouldn't fit into my dark fantasy campaign either--they have too many whiz-bang flashy powers. So I designed my own core classes for the game (which took a lot of work, but I'm quite happy with the results) based off the D&D core classes. They are designed to be as flexible as possible. The classes are all in their early stages (they will doubtlessly change once they see some gameplay). I posted them in case anyone wants to use them in their own campaign or just mine them for ideas. Any constructive criticism will be appreciated.</p><p></p><p>I’m using a variety of alternate rules in this campaign, so the classes will make a little more sense, including:</p><ul> <li data-xf-list-type="ul">The magic system from Midnight</li> <li data-xf-list-type="ul">Class-based defense bonus</li> <li data-xf-list-type="ul">The contact rules from Unearthed Arcana (slightly modified)</li> <li data-xf-list-type="ul">The psychic rules from The Psychic's Handbook</li> <li data-xf-list-type="ul">Reduced character hit points (unsure exactly how)</li> <li data-xf-list-type="ul">A vicious critical hit system</li> </ul><p></p><p>Enjoy! <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="spider_minion, post: 1767193, member: 16096"] OK, so I got Darkness & Dread a few weeks ago, and decided I'd run a campaign with it. While the classes in the book are really neat, I don't want the PCs to be total weaklings. Most of the D&D core classes wouldn't fit into my dark fantasy campaign either--they have too many whiz-bang flashy powers. So I designed my own core classes for the game (which took a lot of work, but I'm quite happy with the results) based off the D&D core classes. They are designed to be as flexible as possible. The classes are all in their early stages (they will doubtlessly change once they see some gameplay). I posted them in case anyone wants to use them in their own campaign or just mine them for ideas. Any constructive criticism will be appreciated. I’m using a variety of alternate rules in this campaign, so the classes will make a little more sense, including: [list] [*]The magic system from Midnight [*]Class-based defense bonus [*]The contact rules from Unearthed Arcana (slightly modified) [*]The psychic rules from The Psychic's Handbook [*]Reduced character hit points (unsure exactly how) [*]A vicious critical hit system [/list] Enjoy! :) [/QUOTE]
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Darkness & Dread: Homebrew Feats and Classes
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