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Flavor changes, show me the problems.
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<blockquote data-quote="Li Shenron" data-source="post: 2037776" data-attributes="member: 1465"><p>I think yours is a very good approach to making a setting flavor different than usual.</p><p></p><p>On one hand, I wouldn't like a hard restriction such as "dwarves can be wizards, but not clerics/druids/sorcerers/bards", which I would instead keep as open possibilities.</p><p></p><p>On the other hand, if this then makes your PC group come up again with an Elf Wizard and the other typical casters, then your change only would have half the wanted effect (it still has the effect on the rest of the world...).</p><p></p><p>So I think you should follow you idea, plus propose these race/class combos to the players as an opportunity to play something different for a while. Good players should probably be interested by such an opportunity, while the setting has a twink enough to be remembered.</p><p></p><p></p><p><span style="font-size: 9px">this comment from me has nothing to do with the class changes</span></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2037776, member: 1465"] I think yours is a very good approach to making a setting flavor different than usual. On one hand, I wouldn't like a hard restriction such as "dwarves can be wizards, but not clerics/druids/sorcerers/bards", which I would instead keep as open possibilities. On the other hand, if this then makes your PC group come up again with an Elf Wizard and the other typical casters, then your change only would have half the wanted effect (it still has the effect on the rest of the world...). So I think you should follow you idea, plus propose these race/class combos to the players as an opportunity to play something different for a while. Good players should probably be interested by such an opportunity, while the setting has a twink enough to be remembered. [SIZE=1]this comment from me has nothing to do with the class changes[/SIZE] [/QUOTE]
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Flavor changes, show me the problems.
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