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*Dungeons & Dragons
New OSR game free beta test ... MAGES & MONSTERS
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<blockquote data-quote="Islayre d'Argolh" data-source="post: 6237080" data-attributes="member: 98699"><p>IMHO Barbarians, Rangers and Paladins should have been simple Fighter variants.</p><p>As i said previoulsy building a Ranger could have been as simple as removing some armor proficiencys and adding some class skills, for example (and this variant can also provide good "thug" or "marshall" build, with differents class skills).</p><p></p><p>In the same way, Druids could have been a Cleric variant (a few différent spells, different class skill), Scouts a thief variant (différent class skills) and Bards a Mage/Thief hybrid (swordmage type : just a weaker arcane spellcaster with more class skills, skills masteries and maybe the access to some divine spells like the healing ones).</p><p></p><p>You can also prefer the Paladin as a fighter/cleric hybrid (basically a divine version of the swordmage).</p><p></p><p>Anyway my point is : i LOVE what you've done on the 5 core classes. It's simple, elegant.</p><p>I expect the same simplicity for additional classes and if some sacred cows must be sacrfied in the process, so be it : your Mage & Monsters is already better than 95% of the D&D versions on the market (official and clones), just don't feel bound by old habits.</p><p></p><p>And about the skill-thing i prefer the flavor option <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>Other question about the core rules : the free healing orison for the cleric should been restricted in some way [no more than (wisdom bonus) free healings on the same character every 8 hours ?] because, as written, you can assume that every 10 minutes pause a group of character will heal to full life (+2-4 HP every 6 second goes a long way...).</p><p>I think it's bad for the "ressource management" aspect of the game.</p><p></p><p>Keep up the good work, your game is awesome.</p></blockquote><p></p>
[QUOTE="Islayre d'Argolh, post: 6237080, member: 98699"] IMHO Barbarians, Rangers and Paladins should have been simple Fighter variants. As i said previoulsy building a Ranger could have been as simple as removing some armor proficiencys and adding some class skills, for example (and this variant can also provide good "thug" or "marshall" build, with differents class skills). In the same way, Druids could have been a Cleric variant (a few différent spells, different class skill), Scouts a thief variant (différent class skills) and Bards a Mage/Thief hybrid (swordmage type : just a weaker arcane spellcaster with more class skills, skills masteries and maybe the access to some divine spells like the healing ones). You can also prefer the Paladin as a fighter/cleric hybrid (basically a divine version of the swordmage). Anyway my point is : i LOVE what you've done on the 5 core classes. It's simple, elegant. I expect the same simplicity for additional classes and if some sacred cows must be sacrfied in the process, so be it : your Mage & Monsters is already better than 95% of the D&D versions on the market (official and clones), just don't feel bound by old habits. And about the skill-thing i prefer the flavor option :-) Other question about the core rules : the free healing orison for the cleric should been restricted in some way [no more than (wisdom bonus) free healings on the same character every 8 hours ?] because, as written, you can assume that every 10 minutes pause a group of character will heal to full life (+2-4 HP every 6 second goes a long way...). I think it's bad for the "ressource management" aspect of the game. Keep up the good work, your game is awesome. [/QUOTE]
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