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<blockquote data-quote="nothing to see here" data-source="post: 4283986" data-attributes="member: 16432"><p>For instance, here are things I have spotted that, I would love to sit down and take a crack at...</p><p></p><p>NEW and UPDATED CLASSES:</p><p></p><p>Barbarian (primal Defender)</p><p>Bard (Arcane leader)</p><p>Druid (Primal Controller)</p><p>Monk (Ki/Psionic Striker)</p><p>Psioncist (Ki/Pshionc Controller)</p><p>Psychic Warrior (Ki/Psionic Defender)</p><p></p><p>--If you were to define the ranger as a Primal character and come up with some new class for a Divine controller or striker role, you would then have three classes, covering three distinct roles for every power source, which I think is kind of cool as a start.</p><p></p><p>MORE ROBUST RULES FOR NON-COMBAT SITUATIONS</p><p></p><p>--I'm fully onboard with the 'give every character a useful combat role' assumption in the default rules. There is nothign wrong, however, with certain DMs and players wanting to define non-combat roles with stronger mechanics. </p><p></p><p>Non-combat based power options for each PC class.</p><p>Non-combat customization options for NPC's and monsters</p><p></p><p>LETHALITY RULES</p><p></p><p>--As above, I like the more abstract and PC friendly healing rules for the D&D default. But what about DM's and players who prefer a more gritty (I hate that term) game, or who want to use the mechanics to create long term injuries and risks.</p><p></p><p>Optional rules for serious or long-term injuries.</p><p></p><p>CULTURAL MODULES</p><p></p><p>-- A combination of feats, powers, races, rituals and classes to carry the core rules into a new style of play</p><p></p><p>Oriental</p><p>Aztec/Inca/Mayan/MesoAmerican</p><p>African</p><p>Arabian</p><p>Classical</p><p>Renaissance/early-industrial (clockworks, firearms etc)</p><p></p><p>SETTING MODIFICATION</p><p>-- How do you incorporate early edition settings into a new rule set, what changes / new material is required. Particularly important for settings that streatch traditional fantasy assumptions</p><p></p><p>Spelljammer (fantasy physics etc)</p><p>Ravenloft (Robust horror rules)</p><p>Darksum (unique magic rules)</p><p></p><p>--or in third party settings</p><p></p><p>Midnight (grim, powereddown)</p><p>Oathbound (High action over the top)</p></blockquote><p></p>
[QUOTE="nothing to see here, post: 4283986, member: 16432"] For instance, here are things I have spotted that, I would love to sit down and take a crack at... NEW and UPDATED CLASSES: Barbarian (primal Defender) Bard (Arcane leader) Druid (Primal Controller) Monk (Ki/Psionic Striker) Psioncist (Ki/Pshionc Controller) Psychic Warrior (Ki/Psionic Defender) --If you were to define the ranger as a Primal character and come up with some new class for a Divine controller or striker role, you would then have three classes, covering three distinct roles for every power source, which I think is kind of cool as a start. MORE ROBUST RULES FOR NON-COMBAT SITUATIONS --I'm fully onboard with the 'give every character a useful combat role' assumption in the default rules. There is nothign wrong, however, with certain DMs and players wanting to define non-combat roles with stronger mechanics. Non-combat based power options for each PC class. Non-combat customization options for NPC's and monsters LETHALITY RULES --As above, I like the more abstract and PC friendly healing rules for the D&D default. But what about DM's and players who prefer a more gritty (I hate that term) game, or who want to use the mechanics to create long term injuries and risks. Optional rules for serious or long-term injuries. CULTURAL MODULES -- A combination of feats, powers, races, rituals and classes to carry the core rules into a new style of play Oriental Aztec/Inca/Mayan/MesoAmerican African Arabian Classical Renaissance/early-industrial (clockworks, firearms etc) SETTING MODIFICATION -- How do you incorporate early edition settings into a new rule set, what changes / new material is required. Particularly important for settings that streatch traditional fantasy assumptions Spelljammer (fantasy physics etc) Ravenloft (Robust horror rules) Darksum (unique magic rules) --or in third party settings Midnight (grim, powereddown) Oathbound (High action over the top) [/QUOTE]
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