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HomeBrew Low Magic rules, wanna share ideas?
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<blockquote data-quote="A'koss" data-source="post: 1358646" data-attributes="member: 840"><p>Thanks! We're in the middle of playtesting the new classes right now but I intend to put all the rules up on a webpage when we're through. I think I'm going to tap another poster (who also liked the rules) to help me out with the web design as his own website is very nice indeed. </p><p> </p><p>I don't want to throw the whole kit and caboodle at you until I feel pretty solid about the total package. Give us a chance to finesse this stuff first and it'll be that much easier on you. Plus you'll have new and converted monsters, NPCs and items to play with as well. <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><p> </p><p>Right now everyone in our group is trying to get their two bits in on how how the revised classes should look - some want classes have specific core abilities as they do now while others want very open-ended classes with lists of class-specific feats/abilities in lieu of static abilities (more like Modern d20). We also want to have a look at the Conan RPG as well as Unearthed Arcana before we make any final design decisions. I showed the group <em>Andy Collins' low magic fighter (</em>which I'll repost here for those interested) and some like it's groove as well... </p><p> </p><p><em>Andy Collins' Low Magic Fighter</em>...</p><p> </p><p>"I'll share the full results next month in my campaign handout, but here it is in a nutshell: Fighters don't get (many) bonus feats; instead, they get a combat-related class feature at every even-numbered levels.</p><p></p><p>1st, 8th, 16th: Weapon Focus with a group of related weapons.</p><p>2nd: +2 initiative, +2 Will saves vs. fear ("Battle Hardened").</p><p>3rd: Heavy Armor Proficiency (nobody gets it for free).</p><p>4th, 12th, 20th: Weapon Specialization with a group of related weapons with which the fighter is focused.</p><p>6th: Improved Critical with all weapons.</p><p>10th, 14th, 18th: Bonus fighter feat as normal.</p><p></p><p>The WF, WS, and IC abilities may not seem very exciting as class features until you realize that these feats *aren't available* in my game--thus, only fighters can become true "weapon masters."</p><p></p><p>Eliminating WF from the game in particular makes low-level feat choices much more interesting."</p><p>Thanks again! Our campaign will also go up on the website along with it's bestiary (which I'm working on now as a matter o' fact) but I've got reams of information to edit before it's ready for prime-time. Right now it's all about getting it into the computer and putting language to it that doesn't look like it was written by a 6 year old... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Cheers!</p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1358646, member: 840"] Thanks! We're in the middle of playtesting the new classes right now but I intend to put all the rules up on a webpage when we're through. I think I'm going to tap another poster (who also liked the rules) to help me out with the web design as his own website is very nice indeed. I don't want to throw the whole kit and caboodle at you until I feel pretty solid about the total package. Give us a chance to finesse this stuff first and it'll be that much easier on you. Plus you'll have new and converted monsters, NPCs and items to play with as well. :) Right now everyone in our group is trying to get their two bits in on how how the revised classes should look - some want classes have specific core abilities as they do now while others want very open-ended classes with lists of class-specific feats/abilities in lieu of static abilities (more like Modern d20). We also want to have a look at the Conan RPG as well as Unearthed Arcana before we make any final design decisions. I showed the group [i]Andy Collins' low magic fighter ([/i]which I'll repost here for those interested) and some like it's groove as well... [i]Andy Collins' Low Magic Fighter[/i]... "I'll share the full results next month in my campaign handout, but here it is in a nutshell: Fighters don't get (many) bonus feats; instead, they get a combat-related class feature at every even-numbered levels. 1st, 8th, 16th: Weapon Focus with a group of related weapons. 2nd: +2 initiative, +2 Will saves vs. fear ("Battle Hardened"). 3rd: Heavy Armor Proficiency (nobody gets it for free). 4th, 12th, 20th: Weapon Specialization with a group of related weapons with which the fighter is focused. 6th: Improved Critical with all weapons. 10th, 14th, 18th: Bonus fighter feat as normal. The WF, WS, and IC abilities may not seem very exciting as class features until you realize that these feats *aren't available* in my game--thus, only fighters can become true "weapon masters." Eliminating WF from the game in particular makes low-level feat choices much more interesting." Thanks again! Our campaign will also go up on the website along with it's bestiary (which I'm working on now as a matter o' fact) but I've got reams of information to edit before it's ready for prime-time. Right now it's all about getting it into the computer and putting language to it that doesn't look like it was written by a 6 year old... :D Cheers! A'koss. [/QUOTE]
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