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I've done Core only: What about Complete Only?
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<blockquote data-quote="Remathilis" data-source="post: 2785785" data-attributes="member: 7635"><p>Removing the "CORE" stuff...</p><p></p><p>Races: You could EASILY build racially off other books (Goliaths, Raptorans, Warforged, Shadowswyfts) I'd Keep Humans though.</p><p></p><p>Classes: I'll break it down by class/archtype</p><p></p><p>Warriors: You'll have a pretty light armored group. Swashbucklers represent typical warrior types, hexblades fill a mystical type, and samurai fill the knightly/heavy armor role.</p><p></p><p>Priests: Favored Souls pretty much replace the cleric. Spirit Shaman replace the druid. Shujenka fill a cleric/sorcerer role.</p><p></p><p>Mages: Warmages fill the sorcerer role. Wu-Jen fill the wizard's role. Warlocks fall in between.</p><p></p><p>Skill-monkey: Scouts fill a ranger/rogue role. Spellthieves come closest to bards (in theme, not ability), and ninjas can fill the traditional trap/sneak role. </p><p></p><p>OTHER: Don't forget Artificer (Eberron), Noble & Mystic (Dragonlance), Dread Necromancer and Atavarist (Heroes of Horror) Shaman and Sohei (OA leftovers) and the various psionic classes. All add some new flavor the above don't cover. </p><p></p><p>Feats: You need Power Attack, Combat Expertise, etc to reach most of the newer feats. You can't ban PH feats, esp with PrCs.</p><p></p><p>Spells: Most of the spell-casting classes NEED some of the basic PH spells to function (Detect Magic, Cure Wounds). This is more selective though, you don't need magic missile (cept for warmages perhaps). </p><p></p><p>In truth, I can't see banning fighter and rogue classes either, they are very integral archtypes. </p><p></p><p>One day, I'll run my "All Spontaneous caster" game, or my "psionics only" game, but not today...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 2785785, member: 7635"] Removing the "CORE" stuff... Races: You could EASILY build racially off other books (Goliaths, Raptorans, Warforged, Shadowswyfts) I'd Keep Humans though. Classes: I'll break it down by class/archtype Warriors: You'll have a pretty light armored group. Swashbucklers represent typical warrior types, hexblades fill a mystical type, and samurai fill the knightly/heavy armor role. Priests: Favored Souls pretty much replace the cleric. Spirit Shaman replace the druid. Shujenka fill a cleric/sorcerer role. Mages: Warmages fill the sorcerer role. Wu-Jen fill the wizard's role. Warlocks fall in between. Skill-monkey: Scouts fill a ranger/rogue role. Spellthieves come closest to bards (in theme, not ability), and ninjas can fill the traditional trap/sneak role. OTHER: Don't forget Artificer (Eberron), Noble & Mystic (Dragonlance), Dread Necromancer and Atavarist (Heroes of Horror) Shaman and Sohei (OA leftovers) and the various psionic classes. All add some new flavor the above don't cover. Feats: You need Power Attack, Combat Expertise, etc to reach most of the newer feats. You can't ban PH feats, esp with PrCs. Spells: Most of the spell-casting classes NEED some of the basic PH spells to function (Detect Magic, Cure Wounds). This is more selective though, you don't need magic missile (cept for warmages perhaps). In truth, I can't see banning fighter and rogue classes either, they are very integral archtypes. One day, I'll run my "All Spontaneous caster" game, or my "psionics only" game, but not today... [/QUOTE]
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