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<blockquote data-quote="Jeph" data-source="post: 6632095" data-attributes="member: 6738"><p>Hey ya'll. It's been about a decade since I was active on the ENWorld homebrew forum, but I'm back!</p><p></p><p>I've been working on a heavy 5e mod to use for my next campaign, in 3 or 6 months. It's a post-apocalyptic exploration and tomb-raiding game, meant to be played in a very old school style. Plus talking bears controlling robot drones and vampire-alchemists.</p><p></p><p>It includes:</p><p></p><ul> <li data-xf-list-type="ul">Alternate <strong>magic system</strong>, stripping out all casting classes and sub-classes and replacing them with thaumaturgic, alchemic, and psychic variants.</li> <li data-xf-list-type="ul">Reworked <strong>experience system</strong>, capped at 10th level, based on accumulation of Milestones, Harrowing Experiences, and Seasons of Downtime.</li> <li data-xf-list-type="ul">Four new <strong>classes</strong>: the Thuamaturge, Alchemist, Psychologist, and Scavenger.</li> <li data-xf-list-type="ul">Seven new <strong>sub-classes</strong>: the Psychic Warrior and Warlord (Fighter), Tomb Raider (Rogue), Bounty Hunter and reworked Beast Master (Ranger), and the Way of the Natural Philosopher and Way of Transcendental Awareness (Monk).</li> <li data-xf-list-type="ul">A new set of <strong>races</strong>, featuring the Child, Golem, Offworlder, Talking Bear, Trilobyte, and Vampire.</li> <li data-xf-list-type="ul">Character creation where you first choose race, then roll 4d6-drop-low in order.</li> <li data-xf-list-type="ul">Initiative replaced with a <strong>four-phase simultaneous action combat round</strong>: first Magic & Misc, then Missiles, then Movement, finally Melee.</li> <li data-xf-list-type="ul"><strong>Hirelings</strong> and loyalty! With contracts and insurance policies!</li> <li data-xf-list-type="ul">More <strong>deadly</strong> death saves, promotion of hirelings upon the death of a PC, and new characters starting at 1st level—but a quirk of the advancement system that lets them catch up quickly.</li> <li data-xf-list-type="ul"><strong>Morale</strong>, for friend and foe!</li> <li data-xf-list-type="ul"><strong>Random overland encounters</strong> with random encounter distance and NPC attitude!</li> <li data-xf-list-type="ul"><strong>10-minute-turn based dungeon exploration</strong> with wandering monsters!</li> </ul><p></p><p><strong><a href="https://docs.google.com/document/d/1EE-zv6c-21eJFq3oWllFjT_jpsgCJQ0dj8G4A9T0_6M/edit#" target="_blank">Europa, Europa! Old School Post Apoc Crawls.</a></strong></p><p></p><p><a href="https://docs.google.com/document/d/1fEzOsTpGJDeLhfdWSF4YBRUd6zPyVuJTVClgUevGLOY/edit" target="_blank">Example of Play</a></p><p></p><p>I'm not so interested with how this material balances against the stuff in the PHB; but does it look like it's balanced against itself? And capable of evoking the feel I'm going for? Especially with respect to the four new classes.</p><p></p><p>Feedback appreciated!</p></blockquote><p></p>
[QUOTE="Jeph, post: 6632095, member: 6738"] Hey ya'll. It's been about a decade since I was active on the ENWorld homebrew forum, but I'm back! I've been working on a heavy 5e mod to use for my next campaign, in 3 or 6 months. It's a post-apocalyptic exploration and tomb-raiding game, meant to be played in a very old school style. Plus talking bears controlling robot drones and vampire-alchemists. It includes: [list][*]Alternate [b]magic system[/b], stripping out all casting classes and sub-classes and replacing them with thaumaturgic, alchemic, and psychic variants. [*]Reworked [b]experience system[/b], capped at 10th level, based on accumulation of Milestones, Harrowing Experiences, and Seasons of Downtime. [*]Four new [b]classes[/b]: the Thuamaturge, Alchemist, Psychologist, and Scavenger. [*]Seven new [b]sub-classes[/b]: the Psychic Warrior and Warlord (Fighter), Tomb Raider (Rogue), Bounty Hunter and reworked Beast Master (Ranger), and the Way of the Natural Philosopher and Way of Transcendental Awareness (Monk). [*]A new set of [b]races[/b], featuring the Child, Golem, Offworlder, Talking Bear, Trilobyte, and Vampire. [*]Character creation where you first choose race, then roll 4d6-drop-low in order. [*]Initiative replaced with a [b]four-phase simultaneous action combat round[/b]: first Magic & Misc, then Missiles, then Movement, finally Melee. [*][b]Hirelings[/b] and loyalty! With contracts and insurance policies! [*]More [b]deadly[/b] death saves, promotion of hirelings upon the death of a PC, and new characters starting at 1st level—but a quirk of the advancement system that lets them catch up quickly. [*][b]Morale[/b], for friend and foe! [*][b]Random overland encounters[/b] with random encounter distance and NPC attitude! [*][b]10-minute-turn based dungeon exploration[/b] with wandering monsters! [/list] [b][url=https://docs.google.com/document/d/1EE-zv6c-21eJFq3oWllFjT_jpsgCJQ0dj8G4A9T0_6M/edit#]Europa, Europa! Old School Post Apoc Crawls.[/url][/b] [url=https://docs.google.com/document/d/1fEzOsTpGJDeLhfdWSF4YBRUd6zPyVuJTVClgUevGLOY/edit]Example of Play[/url] I'm not so interested with how this material balances against the stuff in the PHB; but does it look like it's balanced against itself? And capable of evoking the feel I'm going for? Especially with respect to the four new classes. Feedback appreciated! [/QUOTE]
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