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<blockquote data-quote="Jack7" data-source="post: 5199106" data-attributes="member: 54707"><p>I suspect I can basically adopt and incorporate anything I need to and modify it accordingly. This is the way I've always done it.</p><p></p><p>In Terra, the human world (our world), we use character classes and types I invented, which are a sort of amalgam of different editions, plus ideas of my own. These character classes are much more "human like." People don't leap twenty feet into the air, cause real people aren't capable of that (without assistance). On the other hand these classes and types allow people to fully exploit their human skills in ways other editions don't, and so the classes rely heavily upon human skills and capabilities exploited to the full extent of their individual development. (In this sense, to use a crude analogy, the character classes are the Batman type hero, without all of the jump fifty feet off a building, roll on landing, grunt a little, and arise unhurt. These are very human heroes. They are trained men and women who improve by hard experience in the real world, and by constant training and exercise. They are more like well-trained soldiers and firemen and policemen and detectives and scientists and monks than super-powered heroes.) We also don't use a D&D ruleset per se, like a published edition, but a sort of edition I developed over the years that is also a sort of amalgam edition with ideas of my own. I also took ideas from other games and incorporated those. It's all based primarily on D&D, but also heavily on wargaming, as I was wargaming long before I started playing D&D. It is also relies heavily on tactical simulation scenarios that I write (not simulationalism, in a gaming sense) but more on training scenarios. Think like law enforcement or military training situations. This is more like the real world. It's gritty and physically dangerous.</p><p></p><p>In Ghantik, the world of Elves, and Giants, and monsters, and that kind of thing, we use modifications on the 4th Edition character classes, cause I want the non-human and demi-human character types to be radically different from the human types. They rely far more on "powers" and magic (far less on acute and trained skill development) for their abilities and capabilities. (These character types and classes are more of the Superman/Iron Man model of hero, relative to the world they inhabit. Some of them can leap twenty feet in the air, some of them can use magic, some of them are extremely strong giants, for instance, some extremely fast, some can see in the infra-red spectrum, and so forth.) Humans don't possess innate and racial powers and magic, they possess skills and technology and science and religion. (And so humans and non-humans not only have totally different capabilities, but those differences in capabilities lead to totally different worldviews about how you go about solving problems and changing things. And that is part of the built in conflict of the overall milieu.) For that world we use the same basic ruleset as for Terra, only relative to capabilities and powers and magic. This keeps humans and their world and capabilities separate from demi-humans and their world and abilities. On occasion though individuals or small groups from either world will "invade" or travel to the Other World. When they meet, because humans and demi-humans are so radically different, not just in cultures and outlook, but also in capabilities, it makes if far better to me as a DM (and I think for my players) because I can see that humans and demi-humans actually look upon each other as "alien" in many ways. (They are not just different "racial versions" of the same character class. they are actually different races and different character classes. To that is a much, much better way to approach differences in racial types than just as minor racial differences combined with such similarities in classes that in effect, the racial and species differences get completely erased in play. Pragmatically speaking. Or in other words I don't want Humans and Elves and Giants being merely <em>different versions of each other</em>. I want them to be completely different from each other. Allies and friends sometimes, competitors at times, enemies at time, but never the same in basic nature, cause they are entirely different species. And I don't want class and capability similarities erasing that essential "foreignness.") So Ghantik is the mythological world. It's more fabulous and psychologically dangerous.</p><p></p><p>Once I get the time to fully revise and write out all of the ruleset we've used (for a decade or more now) then we'll use exactly the same ruleset for all three worlds. I've been too busy to do that lately, though I've gotten some of it re-written.</p><p></p><p>In the world I'm talking about in this thread, Ĩoħarml, we'll use the same basic ruleset but the character classes will be milieu-modified versions of the AD&D (1st Edition) classes. </p><p></p><p>Characters will arrive in Ĩoħarml from one of the other two worlds, as themselves, with their same minds and memories and souls, and their bodies will look exactly the same (they will be themselves essentially) but their capabilities will be those of their modified AD&D classes designed for Ĩoħarml. The only real question I have at this time concerning that is should they start out in Ĩoħarml as first level versions of their new character classes, or as the equivalent of their old levels in whatever world they originated from? For instance if you have a 12th Level Soldier from Terra, and he ends up on Ĩoħarml then should he start out as a 1st Level Sailor (a Sea-Fighter) or as a 12th level Sailor. I see arguments for both sides. On the one hand he will have already accumulated a great deal of experience as a fighter and soldier, so he'll naturally know how to fight, and how to survive. But realistically, how much will he already know about sailing? (Sailing is a very precise set of skills and sub-skills. Which can be learned, but it's not something people are born with, and I don't think would just inherit because they are transported to a new world.) Although the characters occasionally travel and even serve aboard ship, it's usually as fighter support, not as Sailors. And a Sailor will know not only how to fight aboard ship, but how to operate a ship. So the "level-transference" question is a tricky one. For all intents and purposes though the Ĩoħarml classes will be modified AD&D classes. in this world the "racial and species alienness" will be erased to some extent through the AD&D classes. This is more the pulp fantasy with some high fantasy type of world. It will be gritty and realistic most of the time, but everyone will be capable of fabulous and unbelievable things at times as well. It's sort of a combination of the other two worlds.</p></blockquote><p></p>
[QUOTE="Jack7, post: 5199106, member: 54707"] I suspect I can basically adopt and incorporate anything I need to and modify it accordingly. This is the way I've always done it. In Terra, the human world (our world), we use character classes and types I invented, which are a sort of amalgam of different editions, plus ideas of my own. These character classes are much more "human like." People don't leap twenty feet into the air, cause real people aren't capable of that (without assistance). On the other hand these classes and types allow people to fully exploit their human skills in ways other editions don't, and so the classes rely heavily upon human skills and capabilities exploited to the full extent of their individual development. (In this sense, to use a crude analogy, the character classes are the Batman type hero, without all of the jump fifty feet off a building, roll on landing, grunt a little, and arise unhurt. These are very human heroes. They are trained men and women who improve by hard experience in the real world, and by constant training and exercise. They are more like well-trained soldiers and firemen and policemen and detectives and scientists and monks than super-powered heroes.) We also don't use a D&D ruleset per se, like a published edition, but a sort of edition I developed over the years that is also a sort of amalgam edition with ideas of my own. I also took ideas from other games and incorporated those. It's all based primarily on D&D, but also heavily on wargaming, as I was wargaming long before I started playing D&D. It is also relies heavily on tactical simulation scenarios that I write (not simulationalism, in a gaming sense) but more on training scenarios. Think like law enforcement or military training situations. This is more like the real world. It's gritty and physically dangerous. In Ghantik, the world of Elves, and Giants, and monsters, and that kind of thing, we use modifications on the 4th Edition character classes, cause I want the non-human and demi-human character types to be radically different from the human types. They rely far more on "powers" and magic (far less on acute and trained skill development) for their abilities and capabilities. (These character types and classes are more of the Superman/Iron Man model of hero, relative to the world they inhabit. Some of them can leap twenty feet in the air, some of them can use magic, some of them are extremely strong giants, for instance, some extremely fast, some can see in the infra-red spectrum, and so forth.) Humans don't possess innate and racial powers and magic, they possess skills and technology and science and religion. (And so humans and non-humans not only have totally different capabilities, but those differences in capabilities lead to totally different worldviews about how you go about solving problems and changing things. And that is part of the built in conflict of the overall milieu.) For that world we use the same basic ruleset as for Terra, only relative to capabilities and powers and magic. This keeps humans and their world and capabilities separate from demi-humans and their world and abilities. On occasion though individuals or small groups from either world will "invade" or travel to the Other World. When they meet, because humans and demi-humans are so radically different, not just in cultures and outlook, but also in capabilities, it makes if far better to me as a DM (and I think for my players) because I can see that humans and demi-humans actually look upon each other as "alien" in many ways. (They are not just different "racial versions" of the same character class. they are actually different races and different character classes. To that is a much, much better way to approach differences in racial types than just as minor racial differences combined with such similarities in classes that in effect, the racial and species differences get completely erased in play. Pragmatically speaking. Or in other words I don't want Humans and Elves and Giants being merely [I]different versions of each other[/I]. I want them to be completely different from each other. Allies and friends sometimes, competitors at times, enemies at time, but never the same in basic nature, cause they are entirely different species. And I don't want class and capability similarities erasing that essential "foreignness.") So Ghantik is the mythological world. It's more fabulous and psychologically dangerous. Once I get the time to fully revise and write out all of the ruleset we've used (for a decade or more now) then we'll use exactly the same ruleset for all three worlds. I've been too busy to do that lately, though I've gotten some of it re-written. In the world I'm talking about in this thread, Ĩoħarml, we'll use the same basic ruleset but the character classes will be milieu-modified versions of the AD&D (1st Edition) classes. Characters will arrive in Ĩoħarml from one of the other two worlds, as themselves, with their same minds and memories and souls, and their bodies will look exactly the same (they will be themselves essentially) but their capabilities will be those of their modified AD&D classes designed for Ĩoħarml. The only real question I have at this time concerning that is should they start out in Ĩoħarml as first level versions of their new character classes, or as the equivalent of their old levels in whatever world they originated from? For instance if you have a 12th Level Soldier from Terra, and he ends up on Ĩoħarml then should he start out as a 1st Level Sailor (a Sea-Fighter) or as a 12th level Sailor. I see arguments for both sides. On the one hand he will have already accumulated a great deal of experience as a fighter and soldier, so he'll naturally know how to fight, and how to survive. But realistically, how much will he already know about sailing? (Sailing is a very precise set of skills and sub-skills. Which can be learned, but it's not something people are born with, and I don't think would just inherit because they are transported to a new world.) Although the characters occasionally travel and even serve aboard ship, it's usually as fighter support, not as Sailors. And a Sailor will know not only how to fight aboard ship, but how to operate a ship. So the "level-transference" question is a tricky one. For all intents and purposes though the Ĩoħarml classes will be modified AD&D classes. in this world the "racial and species alienness" will be erased to some extent through the AD&D classes. This is more the pulp fantasy with some high fantasy type of world. It will be gritty and realistic most of the time, but everyone will be capable of fabulous and unbelievable things at times as well. It's sort of a combination of the other two worlds. [/QUOTE]
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