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<blockquote data-quote="TwoSix" data-source="post: 7649801" data-attributes="member: 205"><p>There's a good thread on RPGnet discussing something similar, don't know if you pop over there or not, but it's a solid read.</p><p></p><p>Good enough that I was noodling around with a base class ("Adventurer") that every PC would have. I think this sort of world would do well with an E6 approach, maybe higher since you don't necessarily have classes with effects that you don't like and are trying to keep out of the game.</p><p></p><p>Or possibly something more like d20 Modern, where you have a generic base class (or classes) and flavorful Advanced classes that you can gain in later. That could work if you make these Advanced classes something you can only gain via storyline (you can only become a Pyromancer by ingesting a piece of the Firelord's corpse buried at the heart of the active volcano Mt. Blowstuffup).</p><p></p><p>Personally, I'd let the characters have skills (maybe 4 to 6). Use the 3e or 4e list, whatever skill method you like. Characters can flag what they're interested in pursuing with their skill choices (if they take Spellcraft and Knowledge(arcana), they probably are looking for magic). Alternatively, using a 13th Age "backgrounds as skills" could be quite appropriate.</p><p></p><p>I think Vancian magic in general doesn't fit the feel of this so well. I would favor more permanent abilities like Warlock invocations, magic items with a recharge time to give more daily powers, and lots of consumables.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7649801, member: 205"] There's a good thread on RPGnet discussing something similar, don't know if you pop over there or not, but it's a solid read. Good enough that I was noodling around with a base class ("Adventurer") that every PC would have. I think this sort of world would do well with an E6 approach, maybe higher since you don't necessarily have classes with effects that you don't like and are trying to keep out of the game. Or possibly something more like d20 Modern, where you have a generic base class (or classes) and flavorful Advanced classes that you can gain in later. That could work if you make these Advanced classes something you can only gain via storyline (you can only become a Pyromancer by ingesting a piece of the Firelord's corpse buried at the heart of the active volcano Mt. Blowstuffup). Personally, I'd let the characters have skills (maybe 4 to 6). Use the 3e or 4e list, whatever skill method you like. Characters can flag what they're interested in pursuing with their skill choices (if they take Spellcraft and Knowledge(arcana), they probably are looking for magic). Alternatively, using a 13th Age "backgrounds as skills" could be quite appropriate. I think Vancian magic in general doesn't fit the feel of this so well. I would favor more permanent abilities like Warlock invocations, magic items with a recharge time to give more daily powers, and lots of consumables. [/QUOTE]
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