[Grim Tales] Any reason for Advanced Classes?

I've contemplated a GT Star Wars, actually, and I think the way to go would definately be Talents. Talents available from most or all of the core classes.

Why? Ultimate flexibility. If you make them an AdC or PrC then you're making assumptions about when people can train as Jedi. As a talent tree you can do later era SW by telling your players not to take Jedi talents (or disallowing them) until later in the game, or not at all. You can also play in the Tales of the Jedi era by letting those Talents in at the front door. You can have an all-Jedi party or a mix of both.

--fje
 

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Henry said:
Actually, I think all of those odd abilities should be covered in the feats and talents, in Grim Tales - and if they aren't, it's either because of oversight by Wulf, or he didn't feel they belonged in GT.

More the latter. I pulled quite a few "talents" from the AdvC, but not all.

Usually, it was a flavor decision. Your flavor may be different...


Wulf
 

HeapThaumaturgist said:
Why? Ultimate flexibility. If you make them an AdC or PrC then you're making assumptions about when people can train as Jedi. As a talent tree you can do later era SW by telling your players not to take Jedi talents (or disallowing them) until later in the game, or not at all. You can also play in the Tales of the Jedi era by letting those Talents in at the front door. You can have an all-Jedi party or a mix of both.
--fje

Good idea -- and why not make those Jedi talents have additional RPing pre-reqs? You must have trained so long with a master, or some such thing.
 

I've heard a little about Grim Tales, but not enough to figure it out. Is it basically D20 Modern but set for Swords and Sorcery?
 

danbuter said:
I've heard a little about Grim Tales, but not enough to figure it out. Is it basically D20 Modern but set for Swords and Sorcery?

Grim Tales is a set of rules (what Wulf refers to as a DM's toolkit) that enable play across a wide variety of settings. It can do modern, sure, and better than d20 Modern does. It also works extremely well for low magic settings, for pulp action and horror, and pretty much everything else.

It's beauty lies in the fact it can be adapted to these different genres without having to add new rules or radically change existing ones. In many cases, simply changing a DC or the type die rolled can have a radical affect on the setting.

Here's a link to the reviews page for Grim Tales.
 

danbuter said:
I've heard a little about Grim Tales, but not enough to figure it out. Is it basically D20 Modern but set for Swords and Sorcery?

It can be.

It's pretty genre neutral. It can be future, modern, post-apoc, historical, fantasy. It uses D20 Modern classes, extended to 20 levels. No advanced classes, no prestige classes... but there are advanced talents.

Spellcasting comes from talents available to the Smart, Dedicated, and Charismatic hero. Spell lists come from the GM, they are not in the GT rulebook. Spellcasting gives burn in the form of ability damage.

Got rules and feats for firearms, vehicles, magic item creation. Cyberware rules, horror and insanity rules, and action points. Backgrounds and allegiances (no alignment).

It's all flavored towards a gritty, high adventure. As long as you can imagine something within those themes, Grim Tales is a fantastic D20 framework.
 

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