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<blockquote data-quote="Citan Uzuki" data-source="post: 7075876" data-attributes="member: 6787036"><p>I suppose the best way it could be said is it is a setting book, given I'm personally looking at it along the lines of Dragonlance, Forgotten Realms, World of Greyhawk, Dark Sun, and so on that have their own set of adjusted guidelines from the base ones that fit the realm.</p><p></p><p>Technology and magic are both present in the realm, though tech is along the lines of steam punk, so I will admit it is heavily Final Fantasy inspired (old FF, like 4-6). The two do mix occasionally, which is where airships come from - though these are still a fairly new addition even in the prime world of the realm.</p><p></p><p>Regarding classes, I have all of the specialists available, as well as a few classes that (again) are FF inspired, such as Dragoon, Fiend Warlock (Blue Mage), Magical Tactician (Scholar), and Grim Templar (Dark Knight) while I have adapted them to be more D&D-esque, however. There's a purely luck-based class called Corsair (aka Gambler). I also have my variation of the Monk for 2nd edition in there, as well, plus a class that I found online that I've reworked to better suit the realm, known as the Inventor. I have the Oriental Adventures classes in there as well, due to their influence in the prime world.</p><p></p><p>Races have been adjusted to better fit the realm and are just <em>slightly </em>stronger than their original variations, approximately 5-10 CPs' worth to give an approximation. I've also developed a whole new race based on the concept that they eat metal!</p></blockquote><p></p>
[QUOTE="Citan Uzuki, post: 7075876, member: 6787036"] I suppose the best way it could be said is it is a setting book, given I'm personally looking at it along the lines of Dragonlance, Forgotten Realms, World of Greyhawk, Dark Sun, and so on that have their own set of adjusted guidelines from the base ones that fit the realm. Technology and magic are both present in the realm, though tech is along the lines of steam punk, so I will admit it is heavily Final Fantasy inspired (old FF, like 4-6). The two do mix occasionally, which is where airships come from - though these are still a fairly new addition even in the prime world of the realm. Regarding classes, I have all of the specialists available, as well as a few classes that (again) are FF inspired, such as Dragoon, Fiend Warlock (Blue Mage), Magical Tactician (Scholar), and Grim Templar (Dark Knight) while I have adapted them to be more D&D-esque, however. There's a purely luck-based class called Corsair (aka Gambler). I also have my variation of the Monk for 2nd edition in there, as well, plus a class that I found online that I've reworked to better suit the realm, known as the Inventor. I have the Oriental Adventures classes in there as well, due to their influence in the prime world. Races have been adjusted to better fit the realm and are just [I]slightly [/I]stronger than their original variations, approximately 5-10 CPs' worth to give an approximation. I've also developed a whole new race based on the concept that they eat metal! [/QUOTE]
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