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<blockquote data-quote="paigeoliver" data-source="post: 5169953" data-attributes="member: 45758"><p>From the Rules Cyclopedia I would say it takes much of the character generation system. You don't select a race and class, you just select an archetype, which defines both. It is also possible to multi-archetype.</p><p></p><p>The included archetypes are Human Brawler, Human Berzerker (optional), Human Druid, Human Healer, Human Magic User, Human Paladin, Human Sneak, Human Warrior, Dwarven Battlepriest, Dwarven Tracker, Dwarven Warrior, Dwarven Wizard, Elven Druid, Elven Gish, Elven Hunter, Elven Sorcerer, Elven Thief, Elven Wizard, Clockwork Gnome, Gnomish Gadgeteer, Gnomish Physician, Gnomish Sapper, Halfling Archer, Halfling Armored Turtle, Halfling Burglar, Halfling Duelist, Halfling Evangelist, and Halfling Wheezard.</p><p></p><p>The fluff of the gnomish archetypes is indeed "steampunk", however it can painlessly be changed to "magic" without really changing anything.</p><p></p><p>I believe the monsters have a real 2nd edition feel to them and I think that is what the reviewer was referring to.</p><p></p><p>The game covers a technically infinite range of levels, however it is much like 1st and 2nd edition in that most classes will eventually cease to gain any new abilities other than hit points. If I recall correctly the last stated level that any archetype gains anything is 37th. Higher level characters don't really need to be close in level to adventure together. The difference between a 20th level and 30th level character isn't all that great, while the difference between a 30th level character and 40th level character is minuscule.</p><p></p><p>Spells are basically Vancian D20 style (although some archetypes are spontaneous casters). The spell system includes the old long memorization times of 2nd edition (a high level caster might take more than one day to recover all of their spells). The spells you expect are all there (some have name changes), along with a few others. </p><p></p><p>Spell durations are simplified, almost no spells have durations in rounds anymore, they are either instant, last the length of the combat, or last 1 or more hours. There are of course a few exceptions, but not many. Ranges generally don't change by caster level, and areas of effect have generally been changed to squares and cubes in order to be easier to calculate on a battlemat.</p><p></p><p>Red Box Fantasy: Unleashed Errata (which is maybe 70 percent done) will really ramp up the number of character options, and does include generic classes (for multiclassing with races that are missing that sort of archetype).</p></blockquote><p></p>
[QUOTE="paigeoliver, post: 5169953, member: 45758"] From the Rules Cyclopedia I would say it takes much of the character generation system. You don't select a race and class, you just select an archetype, which defines both. It is also possible to multi-archetype. The included archetypes are Human Brawler, Human Berzerker (optional), Human Druid, Human Healer, Human Magic User, Human Paladin, Human Sneak, Human Warrior, Dwarven Battlepriest, Dwarven Tracker, Dwarven Warrior, Dwarven Wizard, Elven Druid, Elven Gish, Elven Hunter, Elven Sorcerer, Elven Thief, Elven Wizard, Clockwork Gnome, Gnomish Gadgeteer, Gnomish Physician, Gnomish Sapper, Halfling Archer, Halfling Armored Turtle, Halfling Burglar, Halfling Duelist, Halfling Evangelist, and Halfling Wheezard. The fluff of the gnomish archetypes is indeed "steampunk", however it can painlessly be changed to "magic" without really changing anything. I believe the monsters have a real 2nd edition feel to them and I think that is what the reviewer was referring to. The game covers a technically infinite range of levels, however it is much like 1st and 2nd edition in that most classes will eventually cease to gain any new abilities other than hit points. If I recall correctly the last stated level that any archetype gains anything is 37th. Higher level characters don't really need to be close in level to adventure together. The difference between a 20th level and 30th level character isn't all that great, while the difference between a 30th level character and 40th level character is minuscule. Spells are basically Vancian D20 style (although some archetypes are spontaneous casters). The spell system includes the old long memorization times of 2nd edition (a high level caster might take more than one day to recover all of their spells). The spells you expect are all there (some have name changes), along with a few others. Spell durations are simplified, almost no spells have durations in rounds anymore, they are either instant, last the length of the combat, or last 1 or more hours. There are of course a few exceptions, but not many. Ranges generally don't change by caster level, and areas of effect have generally been changed to squares and cubes in order to be easier to calculate on a battlemat. Red Box Fantasy: Unleashed Errata (which is maybe 70 percent done) will really ramp up the number of character options, and does include generic classes (for multiclassing with races that are missing that sort of archetype). [/QUOTE]
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