Fantasy Concepts: An OGL Fantasy Saga Project

Eek, I don't like the Warrior progression. I don't see a need to be so unfair to them compared to the Expert - I've always thought of them to be equally magical.
 

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Chris_Nightwing said:
Eek, I don't like the Warrior progression. I don't see a need to be so unfair to them compared to the Expert - I've always thought of them to be equally magical.
The Warrior progression is based on paladins and rangers, while the Expert is based on the bard. Does that help?
 

EditorBFG said:
The Warrior progression is based on paladins and rangers, while the Expert is based on the bard. Does that help?

I guess it depends exactly how you get access to magic. I wouldn't consider just paladins, rangers and bards if access was exclusively through the mage/priest classes. Multiclassing Fighter/Wizard is well supported in current and previous editions, similarly Rogue/Wizard, both are equal in spellcasting power, IMO. I would have both the Expert and Warrior progress at half-level.
 

EditorBFG said:
I know this has been said before, but I would be perfectly happy to publish the main product with spells as they are (only changing how they are cast) and magic items unchanged, then do a magic sourcebook that updates both to a new and more streamlined system, for those who do not mind having to do the extra work of converting these two things. Like True20, which published a version of the Psychic Handbook's rules for magic in the main book, then released a superior (IMHO) system with True Sorcery.
Do it!
 



What will HD and number of trained skills be for the claases? It's hard to really gauge them without knowing this.
I should note that these are not attempts to do any kind of final classes. I just wanted to show how we might implement Caster Level (or whatever we call it) for our four base classes-- I didn't even talk to Flynn yet. I would imagine that HD would be Warrior 1d10, Expert 1d6, Priest 1d8, Mage 1d6, but I don't know yet. As for skills, Flynn is putting the finishing touches on the whole thing right now, including skills for classes.
Chris_Nightwing said:
I would have both the Expert and Warrior progress at half-level.
Your way might be simpler. It is just that, in my mind, the Rogue archetype is more magical than the Warrior. I'm thinking of the Gray Mouser (as opposed to Fafhrd), as well as the legacy of older D&D editions where thieves could use scrolls. What do the rest of you think?
w_earle_wheeler said:
I may have missed it, but what did you guys plan on doing for skills and multiclassing?
Flynn is working on this too.
 

Also, with half-character level defenses, we can bring back the standard Wizard BAB. :)

I'll go over multiclassing and skills in a bit. I'm trying to get the wording right, since the few that have read it seem confused by what I've written.

With Regards,
Flynn
 


Greetings gentlemen,
I will start with noting I paused while reading this thread at post 164. I had some thoughts I wanted to add while fresh in my head. If anything I mentioned has been covered feel free to flame me. :heh:

I'll try to keep it brief...

Concerning races:
The example given for elf bothers me. If you give access to a racial talent tree at first level but give no choice to the first talent chosen, you have effectively made that talent a default trait. Just list that talent as a racial trait for efficiency's sake (don't make the player look up the talent that you already know to be automatic). It's not a bad thing that that talent is default. It is just that telling a player he has the right to choose when in fact there is no choice is bad game design.

Concerning armor:
Perhaps armor as damage reduction should be considered as in d20 Modern.
Or maybe armor grants a FORT bonus rather than REF. Maybe it can directly bolster your condition track giving you a +1 "column shift" (loved Marvel Super Heroes) when calculating condition.

Concerning Divine spellcasters:
=PART ONE=What is the difference between clerics and druids? That question alone brings up a slew of others. Is nature magic wholly different from god given magic as in D&D? Or is a druid just another cleric worshiping the god of nature? If so, are the druid class features granted by this god? Do other gods grant such features? Or are these class features now actually spells unique to the druidic god? Domain abilities? The answers I think may define how gods are presented in this system and thus how the clerical classes are defined.
=PART TWO=Will the priestly class have a medium BAB? If so, why? Going by the SAGA trend to remove class crossover, I feel if one wanted to play a D&D style cleric (martial priest)he would multiclass between divine caster and warrior.

I hope I've added worthy content.
 

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