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Oz d20 - a world of Swashbuckling Adventure and High Weirdness
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<blockquote data-quote="tsadkiel" data-source="post: 287456" data-attributes="member: 262"><p><strong>Rules, continued.</strong></p><p></p><p>Classes from Swashbuckling Adventures:</p><p></p><p>Alchemist - potions and the people who love them turn up from time to time in the books. The Alchemist is available - Dr. Pipt is an example.</p><p></p><p>Assassin - the purpose of the assassin is to flip out and kill people. Assassins don't really work in Baum's Oz, but they fit into my Oz pretty well. There's a society of Munchkin assassins in my game that call themselves the Lollipop Guild.</p><p></p><p>Courtier - yes, yes, a thousand times yes. Definitely in. Jellia Jamb is the "iconic courtier."</p><p></p><p>Highwayman - there are certainly guns in Oz, and they seem to be about on a level with the guns in Swashbuckling Adventures. So the highwayman is certainly possible.</p><p></p><p>Inquisitor - the lack of an Inquisition pretty much dooms this class. It's cut.</p><p></p><p>Musketeer - It's in. Omby Amby is my "Iconic Musketeer."</p><p></p><p>Noble - Absolutely in. Buckets of them. Oz is swimming in nobles.</p><p></p><p>Pirate - as Oz is landlocked and surrounded by a (theoretically) impassable desert, the pirate isn't a prime class choice. Still, exiles from Regos and Coregos would be pirates. And Cap'n Bill is certainly nautical. Potentially in.</p><p></p><p>Spy - see Assassin. Not really featured in the books, but certainly possible.</p><p></p><p>Swashbuckler - ideally suited for the type of cinematic action I like. Yay, swashbuckler!</p><p></p><p>Wanderer - the reason why I switched the game back to D&D. Sample wanderers include Dorothy, the Scarecrow, the Shaggy Man . . . let's face it, practically every other character.</p><p></p><p>Witch - another obvious one. I'll comment more on the magic using classes later, I think.</p></blockquote><p></p>
[QUOTE="tsadkiel, post: 287456, member: 262"] [b]Rules, continued.[/b] Classes from Swashbuckling Adventures: Alchemist - potions and the people who love them turn up from time to time in the books. The Alchemist is available - Dr. Pipt is an example. Assassin - the purpose of the assassin is to flip out and kill people. Assassins don't really work in Baum's Oz, but they fit into my Oz pretty well. There's a society of Munchkin assassins in my game that call themselves the Lollipop Guild. Courtier - yes, yes, a thousand times yes. Definitely in. Jellia Jamb is the "iconic courtier." Highwayman - there are certainly guns in Oz, and they seem to be about on a level with the guns in Swashbuckling Adventures. So the highwayman is certainly possible. Inquisitor - the lack of an Inquisition pretty much dooms this class. It's cut. Musketeer - It's in. Omby Amby is my "Iconic Musketeer." Noble - Absolutely in. Buckets of them. Oz is swimming in nobles. Pirate - as Oz is landlocked and surrounded by a (theoretically) impassable desert, the pirate isn't a prime class choice. Still, exiles from Regos and Coregos would be pirates. And Cap'n Bill is certainly nautical. Potentially in. Spy - see Assassin. Not really featured in the books, but certainly possible. Swashbuckler - ideally suited for the type of cinematic action I like. Yay, swashbuckler! Wanderer - the reason why I switched the game back to D&D. Sample wanderers include Dorothy, the Scarecrow, the Shaggy Man . . . let's face it, practically every other character. Witch - another obvious one. I'll comment more on the magic using classes later, I think. [/QUOTE]
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