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New OSR game free beta test ... MAGES & MONSTERS
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 6237507" data-attributes="member: 5868"><p>OK, the next iteration of the core rules Beta (v1.2) is completed and posted in the Downloads section. This has variant class options plus additional hybrid classes, and some tweaks to a couple of rules elements.</p><p></p><p></p><p></p><p>Perhaps -- I'd like to let it play out. The cleric's has two choices; the druid's one. The druid's always damages a number of opponents, but will always heal some types of potential opponents, so it will make for interesting choices when used in combat. It is more flexible than the cleric's, which is more undead focused. But the druid does also sacrifice the choice of domain, and there are some useful choices in the other cleric domains.</p><p></p><p></p><p></p><p>Since I've tied Berserker to rage, and barbarian doesn't have rage, I think they're reasonably split for the moment.</p><p></p><p></p><p></p><p></p><p>Probably too good alone, since the magic weapon orison is almost the equal of the Fighter's weapon skill.</p><p></p><p></p><p> </p><p></p><p>See the updated document, which gives the Ranger a choice.</p><p></p><p></p><p></p><p>Well, I'm not trying to make an exact match to D&D; but rather trying to provide a reasonable set of choices in the core and expanded rules. Right now all of the class choices that rely on core abilities are in the core rules and virtually all of the novel class abilities are introduced in the expanded rules. I don't want to pull a "gotcha" where a choice that should be core is in the expansion. So if I include one variant, I should probably include them all -- or else put all of the variants in the Expanded. For the moment I'll stick with a few more choices.</p><p></p><p>Take a look, play around with it, and we'll see how the feedback comes in. Thanks for the input!</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 6237507, member: 5868"] OK, the next iteration of the core rules Beta (v1.2) is completed and posted in the Downloads section. This has variant class options plus additional hybrid classes, and some tweaks to a couple of rules elements. Perhaps -- I'd like to let it play out. The cleric's has two choices; the druid's one. The druid's always damages a number of opponents, but will always heal some types of potential opponents, so it will make for interesting choices when used in combat. It is more flexible than the cleric's, which is more undead focused. But the druid does also sacrifice the choice of domain, and there are some useful choices in the other cleric domains. Since I've tied Berserker to rage, and barbarian doesn't have rage, I think they're reasonably split for the moment. Probably too good alone, since the magic weapon orison is almost the equal of the Fighter's weapon skill. See the updated document, which gives the Ranger a choice. Well, I'm not trying to make an exact match to D&D; but rather trying to provide a reasonable set of choices in the core and expanded rules. Right now all of the class choices that rely on core abilities are in the core rules and virtually all of the novel class abilities are introduced in the expanded rules. I don't want to pull a "gotcha" where a choice that should be core is in the expansion. So if I include one variant, I should probably include them all -- or else put all of the variants in the Expanded. For the moment I'll stick with a few more choices. Take a look, play around with it, and we'll see how the feedback comes in. Thanks for the input! [/QUOTE]
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