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[Savannah Knights] 1st level spellcasters in d20 Modern?
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<blockquote data-quote="NekoAli" data-source="post: 1041710" data-attributes="member: 12665"><p>This sounds like a very interesting idea. I've also worked with the idea of two realms in a game before, one modern and one magic (it's a fairly common theme after all), though not for d20 games. As much as I like the basic class/advanced class system used in Modern, I agree that it's somewhat bothersome to have to wait till 4th level to gain any FX abilities. Probably the simplest way to resolve it is to consider 4th level to be the 'base level' of the campaign, and have everything up to that to be a characters apprentiship/childhood/learning time. That way those who want to start as a magi could have their magical abilties from the start. Just create a new advanced class based on the abilities you want them to have.</p><p></p><p>One question I would have is, do you have or want to use Urban Arcana, the 'magic in modern' setting book published? In addition to some useful information that could be had for any modern game, there are also expanded feats, three of which give you access to 0 level FX abilties, like the Wild Talent from the main book. Wild Talent is changed slightly, and new feats are added along the same lines for Arcane and Divine magic, which allow you to pick 3 0 level spells you can use once per day (you could pick the same one two or three times).</p><p></p><p>If you went with the new base class route, I don't necessarily see the need to add a new ability score. Simply create a new class and link it to the appropriate score. Create Talent trees relating to the magic that they learn.</p><p></p><p>My personal suggestion would be to create/use two Advanced classes for magic. One based off the Smart hero for the learned mage class. Possibly similar to the Occultist from Shadow Chasers. The other based off the Charasimatic hero for the spirit mage class. This provides a strong link to the wizard/sorcerer classes, so they are familiar to players of d20/D&D, but of course don't have to match what you expect to see in a D&D game. Then, start everyone off at 4th level. Those who want to be from Gaia can take the appropriate Occupations, and learn their abilities, and be ready to cast spells at the start of the game. It does seem appropriate that a spell caster would have a steeper learning curve than a warrior or rogue, but that also depends on the theme of your game.</p><p></p><p>This is off the top of my head, but I'm intriqued by the idea. I will have to work up some of these concepts a bit and post again later with them.</p></blockquote><p></p>
[QUOTE="NekoAli, post: 1041710, member: 12665"] This sounds like a very interesting idea. I've also worked with the idea of two realms in a game before, one modern and one magic (it's a fairly common theme after all), though not for d20 games. As much as I like the basic class/advanced class system used in Modern, I agree that it's somewhat bothersome to have to wait till 4th level to gain any FX abilities. Probably the simplest way to resolve it is to consider 4th level to be the 'base level' of the campaign, and have everything up to that to be a characters apprentiship/childhood/learning time. That way those who want to start as a magi could have their magical abilties from the start. Just create a new advanced class based on the abilities you want them to have. One question I would have is, do you have or want to use Urban Arcana, the 'magic in modern' setting book published? In addition to some useful information that could be had for any modern game, there are also expanded feats, three of which give you access to 0 level FX abilties, like the Wild Talent from the main book. Wild Talent is changed slightly, and new feats are added along the same lines for Arcane and Divine magic, which allow you to pick 3 0 level spells you can use once per day (you could pick the same one two or three times). If you went with the new base class route, I don't necessarily see the need to add a new ability score. Simply create a new class and link it to the appropriate score. Create Talent trees relating to the magic that they learn. My personal suggestion would be to create/use two Advanced classes for magic. One based off the Smart hero for the learned mage class. Possibly similar to the Occultist from Shadow Chasers. The other based off the Charasimatic hero for the spirit mage class. This provides a strong link to the wizard/sorcerer classes, so they are familiar to players of d20/D&D, but of course don't have to match what you expect to see in a D&D game. Then, start everyone off at 4th level. Those who want to be from Gaia can take the appropriate Occupations, and learn their abilities, and be ready to cast spells at the start of the game. It does seem appropriate that a spell caster would have a steeper learning curve than a warrior or rogue, but that also depends on the theme of your game. This is off the top of my head, but I'm intriqued by the idea. I will have to work up some of these concepts a bit and post again later with them. [/QUOTE]
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[Savannah Knights] 1st level spellcasters in d20 Modern?
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