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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8557159" data-attributes="member: 70468"><p>Hmm. Interesting. I’ve been running an OSE/WWN hack that is focused mostly on restating WWN. I’m now working on a revision that shifts the game more strongly towards OSE. I think my eventual goal is to make it mostly OSE with the elements from WWN that I think are particularly strong. I started with classes, and it really struck me how little classes in WWN actually get. Let me explain.</p><p></p><p>My approach for classes is to treat the WWN classes as groups to which the OSE classes belongs. That means any class in the expert group gets Masterful Expertise and Quick Learner. On top of that, you get the class abilities defined in OSE. My impression of OSE classes had always been that they were pretty tepid (especially compared to newer editions). With the extra group chassis, they’re extra awesome. The part from WWN shores up their baseline competency, and then the abilities give them flavor. For example, thieves are really good at skills now, but they can also read almost any text and use scrolls.</p><p></p><p>Where I’m getting at with WWN is an expert with the thief background is basically like other classes except a bit better at skills. Even with foci (which I also plan to include in a limited form), you don’t get that kind of class distinction. I guess that’s one of the downsides of a generic class system. While you can represent a lot of concepts, they’re mechanically less distinct than a system that sets out concept-specific abilities. Is that a good or bad thing? I don’t know. I am curious however whether my players will want to convert early (rather than save this for our next campaign).</p><p></p><p><span style="font-size: 12px">Edit: Fixed typo, not → now</span></p></blockquote><p></p>
[QUOTE="kenada, post: 8557159, member: 70468"] Hmm. Interesting. I’ve been running an OSE/WWN hack that is focused mostly on restating WWN. I’m now working on a revision that shifts the game more strongly towards OSE. I think my eventual goal is to make it mostly OSE with the elements from WWN that I think are particularly strong. I started with classes, and it really struck me how little classes in WWN actually get. Let me explain. My approach for classes is to treat the WWN classes as groups to which the OSE classes belongs. That means any class in the expert group gets Masterful Expertise and Quick Learner. On top of that, you get the class abilities defined in OSE. My impression of OSE classes had always been that they were pretty tepid (especially compared to newer editions). With the extra group chassis, they’re extra awesome. The part from WWN shores up their baseline competency, and then the abilities give them flavor. For example, thieves are really good at skills now, but they can also read almost any text and use scrolls. Where I’m getting at with WWN is an expert with the thief background is basically like other classes except a bit better at skills. Even with foci (which I also plan to include in a limited form), you don’t get that kind of class distinction. I guess that’s one of the downsides of a generic class system. While you can represent a lot of concepts, they’re mechanically less distinct than a system that sets out concept-specific abilities. Is that a good or bad thing? I don’t know. I am curious however whether my players will want to convert early (rather than save this for our next campaign). [SIZE=3]Edit: Fixed typo, not → now[/SIZE] [/QUOTE]
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