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Mythic Vistas: Best Books?
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<blockquote data-quote="1Mac" data-source="post: 5134263" data-attributes="member: 48998"><p>Definite vote for Medieval Player's Manual. Neat ideas for settings with some very different assumptions than traditional fantasy RPGs. The "practical magic" systems for charms and alchemy, and the non-combat classes like the Scholar and Artist, are intriguing and largely adaptable to other settings (though classes like the Cunning Man and Natural Magician work best as replacements for classes like the Sorcerer and Wizard). I'd be careful about Charisms, which are neat but can lead to Book of Exalted Deeds powergaming in munchkiny hands.</p><p></p><p>Skull & Bones disappointed me with its rules, though there are a lot of evocative setting ideas. The ship rules are a little fiddly, the classes have some very specific abilities (favored ship type comes to mind) that don't seem generally useful, and the voodoo classes are more or less reskinned Sorcerers and Clerics. The Cannon Fodder and Roll the Bones rules are kind of fun, though.</p><p></p><p>A lot of the Mythic Vistas books are pretty tightly wound into their settings, so many rules are difficult to port (again, MPM and S&B are to a certain extent exceptions). A lot of classes, feats, and abilities are about interacting with elements of the setting, so if you aren't using those elements its sort of useless.</p><p></p><p></p><p></p><p>Cavalier, Holy Warrior, Noble, and I think Unholy Warrior, are 3.5. Green Ronin has 3.5 updates for the <a href="http://www.greenronin.com/errata/grr1013_3.5_update.html" target="_blank">Shaman</a> and <a href="http://www.greenronin.com/errata/grr1302_3.5_update.html" target="_blank">Witch</a> on their site.</p></blockquote><p></p>
[QUOTE="1Mac, post: 5134263, member: 48998"] Definite vote for Medieval Player's Manual. Neat ideas for settings with some very different assumptions than traditional fantasy RPGs. The "practical magic" systems for charms and alchemy, and the non-combat classes like the Scholar and Artist, are intriguing and largely adaptable to other settings (though classes like the Cunning Man and Natural Magician work best as replacements for classes like the Sorcerer and Wizard). I'd be careful about Charisms, which are neat but can lead to Book of Exalted Deeds powergaming in munchkiny hands. Skull & Bones disappointed me with its rules, though there are a lot of evocative setting ideas. The ship rules are a little fiddly, the classes have some very specific abilities (favored ship type comes to mind) that don't seem generally useful, and the voodoo classes are more or less reskinned Sorcerers and Clerics. The Cannon Fodder and Roll the Bones rules are kind of fun, though. A lot of the Mythic Vistas books are pretty tightly wound into their settings, so many rules are difficult to port (again, MPM and S&B are to a certain extent exceptions). A lot of classes, feats, and abilities are about interacting with elements of the setting, so if you aren't using those elements its sort of useless. Cavalier, Holy Warrior, Noble, and I think Unholy Warrior, are 3.5. Green Ronin has 3.5 updates for the [URL="http://www.greenronin.com/errata/grr1013_3.5_update.html"]Shaman[/URL] and [URL="http://www.greenronin.com/errata/grr1302_3.5_update.html"]Witch[/URL] on their site. [/QUOTE]
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