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<blockquote data-quote="John Quixote" data-source="post: 4057214" data-attributes="member: 694"><p>I use OD&D to play in a Victorian gaslight setting with heavy emphasis on fairy tale and neoclassicism. The human player characters can be soldiers, boxers, scholars, tradesmen, magicians, or technologists. Each class is distinctly steampunkish in its flavor, even though they work a lot like D&D classes. The soldier is good with muskets. The boxer (think "Boxer Rebellion") works just like a monk. Scholars are clerics whose cure magic and undead turning come from esoteric medical knowledge (like Dr. Van Helsing from Dracula, or frankly, any random doctor from a Universal monster movie). Tradesmen are like experts, and you can build their skills into anything, including a rogue. Magic-users aren't changed. Technologists are artificers that work a lot like the scientists from Pulp Heroes/d20 Past.</p><p></p><p>All in all, the system works just fine, and OD&D is so simple that just about anything can be house-ruled in. If you want to use the d20 System (or even AD&D), it takes a lot of work to ad whole sets of rules for things like airship battles or building technology. In OD&D, a lot of the rules are already there and easily adapted to work on the fly for other situations. So I have no problem running any genre with the old-school rules.</p><p></p><p>In fact, after my current spread of steampunk campaigns finally come to an end, I'll be using the system to run space opera sci-fi. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="John Quixote, post: 4057214, member: 694"] I use OD&D to play in a Victorian gaslight setting with heavy emphasis on fairy tale and neoclassicism. The human player characters can be soldiers, boxers, scholars, tradesmen, magicians, or technologists. Each class is distinctly steampunkish in its flavor, even though they work a lot like D&D classes. The soldier is good with muskets. The boxer (think "Boxer Rebellion") works just like a monk. Scholars are clerics whose cure magic and undead turning come from esoteric medical knowledge (like Dr. Van Helsing from Dracula, or frankly, any random doctor from a Universal monster movie). Tradesmen are like experts, and you can build their skills into anything, including a rogue. Magic-users aren't changed. Technologists are artificers that work a lot like the scientists from Pulp Heroes/d20 Past. All in all, the system works just fine, and OD&D is so simple that just about anything can be house-ruled in. If you want to use the d20 System (or even AD&D), it takes a lot of work to ad whole sets of rules for things like airship battles or building technology. In OD&D, a lot of the rules are already there and easily adapted to work on the fly for other situations. So I have no problem running any genre with the old-school rules. In fact, after my current spread of steampunk campaigns finally come to an end, I'll be using the system to run space opera sci-fi. :D [/QUOTE]
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