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Thief, the Dark Project, the RPG?
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<blockquote data-quote="GlassJaw" data-source="post: 2180622" data-attributes="member: 22103"><p>Cool. I thought you forgot about this thread!</p><p></p><p></p><p></p><p>I understand that but I guess I might not be very clear myself either. The magic in Thief overall is VERY limited. IMO, there isn't any alignment-based magic at all and I don't think it really fits. By adding a subtype, regardless of what it actually means is categorizing the various organizations. I just don't want to do that. Law and Chaos are extremely important topics in the game but that's where they should end. I don't want them spilling over into actual mechanics. When that happens, I think part of allure of the setting is lost.</p><p></p><p></p><p></p><p>I completely agree. I just question whether they need to factor into the magic itself. It's more of a belief system for each faction than anything else.</p><p></p><p>Most of the "magic" is in the devices and machines. Very few of the Hammerites/Builders cast spells - same goes for the pagans. If anything, it's just some simple energy ray/magic missile-type effects.</p><p></p><p></p><p></p><p>The AP system in GT is significantly different than d20 Modern. The GT AP system is worth the price of admission alone.</p><p></p><p></p><p></p><p>Well I suppose that is a personal preference but it's the first book I turn to when I start putting together a low-magic campaign. Again, I don't think having specific core classes for a Thief setting is the best option. The Builders for example aren't really clerics and they aren't really paladins. Some are probably just plain fighters. Having a generic class/talent system would work really well.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 2180622, member: 22103"] Cool. I thought you forgot about this thread! I understand that but I guess I might not be very clear myself either. The magic in Thief overall is VERY limited. IMO, there isn't any alignment-based magic at all and I don't think it really fits. By adding a subtype, regardless of what it actually means is categorizing the various organizations. I just don't want to do that. Law and Chaos are extremely important topics in the game but that's where they should end. I don't want them spilling over into actual mechanics. When that happens, I think part of allure of the setting is lost. I completely agree. I just question whether they need to factor into the magic itself. It's more of a belief system for each faction than anything else. Most of the "magic" is in the devices and machines. Very few of the Hammerites/Builders cast spells - same goes for the pagans. If anything, it's just some simple energy ray/magic missile-type effects. The AP system in GT is significantly different than d20 Modern. The GT AP system is worth the price of admission alone. Well I suppose that is a personal preference but it's the first book I turn to when I start putting together a low-magic campaign. Again, I don't think having specific core classes for a Thief setting is the best option. The Builders for example aren't really clerics and they aren't really paladins. Some are probably just plain fighters. Having a generic class/talent system would work really well. [/QUOTE]
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