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<blockquote data-quote="Desdichado" data-source="post: 3686545" data-attributes="member: 2205"><p>Only if by "classic" you mean "heavily influenced by the early years of D&D."</p><p></p><p>My conception of classic S&S is more Robert E. Howard, Clark Ashton Smith and Fritz Leiber. The early years of D&D have <em>some</em> correllations with that classic S&S vibe, but also some notable areas where they missed the boat.</p><p></p><p>I suspect that the impetus behind the question is in looking for something a bit more than merely D&D warmed over, which C&C + Wilderlands really is. Otherwise, he could simply be using D&D (possibly an older edition?) to meet his needs.</p><p></p><p>Oh... scrolling down it looks like this has been somewhat addressed... but I'm coming at it from a slightly different angle. Oh, well... I leave what I wrote as is.</p><p></p><p>Kaomera... for what it's worth, I once used the SRD and a few other bits of open content to kitbash a d20 system together that does much of what you want; it was much more S&S and Weird Tale like, much less High Fantasy. I removed all the D&D classes that had a spellcraft or supernatural abilities progression (which means that I was only left with the rogue, barbarian and fighter) and then grafted back in some classes from other sources (wildlander and defender from <em>Midnight</em>, Courtier from <em>Rokugan</em>, Swashbuckler from <em>Arcana Unearthed</em>, etc. To add some very S&S like spellcraft to the setting, I used the way magic works in the d20 <em>Call of Cthulhu</em> game, but incantations from <em>Unearthed Arcana</em> would do the trick very well too. I used action points because I think that's also appropriate to the genre, and because things like magic weapons and whatnot were purposefully going to be very scarce. Adding in a few other rules from <em>Unearthed Arcana</em> such as armor converting regular damage to subdual damage, etc. and I was good to go, and it was fairly fast and loose, rules light compared to D&D, because that's the way I prefer it.</p><p></p><p>I had a few other things added, like some 17th century flintlock firearms, for example, but I still think my experiment showed that you can use existing elements to put together exactly what you want if you're willing to spend a little bit of time collating. If you want to see what I did, I still have the links.</p><p></p><p><a href="http://www.wideopenwest.com/~jdyal/dh/index.html" target="_blank">http://www.wideopenwest.com/~jdyal/dh/index.html</a></p><p></p><p>Anyway, to be honest with you, I'm not sure I'd do that now; in fact, I still keep that setting running (although currently it's idling in the garage while we play through Age of Worms) and for simplicity of documents, I'm thinking of using either Grim Tales or d20 Modern + d20 Past.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 3686545, member: 2205"] Only if by "classic" you mean "heavily influenced by the early years of D&D." My conception of classic S&S is more Robert E. Howard, Clark Ashton Smith and Fritz Leiber. The early years of D&D have [i]some[/i] correllations with that classic S&S vibe, but also some notable areas where they missed the boat. I suspect that the impetus behind the question is in looking for something a bit more than merely D&D warmed over, which C&C + Wilderlands really is. Otherwise, he could simply be using D&D (possibly an older edition?) to meet his needs. Oh... scrolling down it looks like this has been somewhat addressed... but I'm coming at it from a slightly different angle. Oh, well... I leave what I wrote as is. Kaomera... for what it's worth, I once used the SRD and a few other bits of open content to kitbash a d20 system together that does much of what you want; it was much more S&S and Weird Tale like, much less High Fantasy. I removed all the D&D classes that had a spellcraft or supernatural abilities progression (which means that I was only left with the rogue, barbarian and fighter) and then grafted back in some classes from other sources (wildlander and defender from [i]Midnight[/i], Courtier from [i]Rokugan[/i], Swashbuckler from [i]Arcana Unearthed[/i], etc. To add some very S&S like spellcraft to the setting, I used the way magic works in the d20 [i]Call of Cthulhu[/i] game, but incantations from [i]Unearthed Arcana[/i] would do the trick very well too. I used action points because I think that's also appropriate to the genre, and because things like magic weapons and whatnot were purposefully going to be very scarce. Adding in a few other rules from [i]Unearthed Arcana[/i] such as armor converting regular damage to subdual damage, etc. and I was good to go, and it was fairly fast and loose, rules light compared to D&D, because that's the way I prefer it. I had a few other things added, like some 17th century flintlock firearms, for example, but I still think my experiment showed that you can use existing elements to put together exactly what you want if you're willing to spend a little bit of time collating. If you want to see what I did, I still have the links. [url]http://www.wideopenwest.com/~jdyal/dh/index.html[/url] Anyway, to be honest with you, I'm not sure I'd do that now; in fact, I still keep that setting running (although currently it's idling in the garage while we play through Age of Worms) and for simplicity of documents, I'm thinking of using either Grim Tales or d20 Modern + d20 Past. [/QUOTE]
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