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<blockquote data-quote="JamesonCourage" data-source="post: 5446070" data-attributes="member: 6668292"><p>Well then, let's address it!</p><p></p><p></p><p></p><p>I'm not sure if you read my personal changes earlier in this thread:</p><ul> <li data-xf-list-type="ul">I've broadened magic with my own unique system to be amazingly versatile. I never understood, for example, why you can't throw up a ward against fire on a chair. Now you can. It's so freeform, in fact, that the only real fault I can honestly say is that it might take too long to pick your "spell", as there are no default spells. You built every individual spell, then you cast them as you go. Magic users in my game have versatility unlike anything they have ever had before within the limits of a mechanical system. Want to paralyze someone after burning them? Want to give yourself a Strength bonus while also granting your weapon a bonus? Want to ward yourself against damage, reactively on your opponents turn, while he attacks you? These are some of the easier things to comprehend within my system (difficulty in-game varies, obviously).</li> </ul> <ul> <li data-xf-list-type="ul">I've broken down traditional Racial traits, and divided it into four different categories: Racial, Societal, National, and Regional. Racial traits have no variation, while Societal, National, and Regional traits all let you spend a set amount of points, with each list having options (that way an elder from one nation looks different from a warrior of the same nation).<ul> <li data-xf-list-type="ul">Racial traits are inherent to the race, no matter where the race is, who they were raised by, etc.</li> </ul><ul> <li data-xf-list-type="ul">Societal traits are given to creatures that are raised within the society of another race. For example, if a human was raised amongst dwarves, then he would be subject to the dwarven Societal traits.</li> </ul><ul> <li data-xf-list-type="ul">National traits are given to creatures that are raised within the borders of a specific nation. For example, someone raised in the elven nation of Nissalli will have a different natural leaning then someone raised among the dwarven nation of Kalamane.</li> </ul><ul> <li data-xf-list-type="ul">Lastly, Regional traits are given to creatures who are raised within a specific terrain. Those raised within a forest will differ from those raised in a city, and both will differ from those raised in the mountains.</li> </ul></li> </ul> <ul> <li data-xf-list-type="ul">I've eliminated classes completely. It's a classless system. I don't restrict my players with them. I've instituted a point-buy system instead. In fact, you get all of your points as you progress through the level, and you can spend them at any time. This means that you aren't just gaining new features every time you level, you gain new points every <em>session</em>. There is a constant character progression, rather than staggered to potentially massive jumps in unrelated powers every time you arbitrarily level up. In fact, the classless system is so freeform, you can have 5 hit points at level 20, if you want a character concept where you're just a scholar, and nothing more. You could also spend an immense amount of points on hit points, and have 100 hit points by level 6, though you'd be lacking an many other areas, like versatility, damage, specialization outside of taking a beating, etc. I restrict my players far less than others do when you take this into account.</li> </ul> <ul> <li data-xf-list-type="ul">Specifically, my Special Ability section within the point-buy is amazingly diverse. If you can think of a character concept, then there's a way to go about making it, even if I would hesitate on allowing in (if it violates my setting). You could have someone who gains Undead traits (one player did), or someone who shapeshifts into animals (another player did), or someone who has a "guardian angel" watch after them (an example in my description). The simple builds like warrior, thief, or mage are just incredibly easy to build. Do you want some sort of passive transformation into a beast that lets you fight better, with an active transformation that allows you grow larger and attack even better? Easily doable within the system. Magical specialist, easy. You name it, and the concept is playable, even if the mechanics are slightly different than you'd think they would be.</li> </ul> <ul> <li data-xf-list-type="ul">I've eliminated alignments. As much as I do honestly like alignments within the D&D setting, I find it can cripple roleplaying for many people (even if it enhances it at other times), and I thought simple eliminating any restriction on your character would open player options tremendously.</li> </ul> <ul> <li data-xf-list-type="ul">I've also completely revised several skills, but most notably is the Craft skill. I've implemented an economy not based on character strength, and thus it can find itself rooted in something more realistic. Prices were determined using many factors, including hardness of objects, effectiveness, DC (and thus complexity), average workers taking 10s to make a living, etc.</li> </ul> <ul> <li data-xf-list-type="ul">I've significantly raised end game saves, while limiting end game spell DCs (no longer based on relevant ability modifier, for example).</li> </ul><p></p><p>What I adamantly refuse to budge on are setting issues:</p><ul> <li data-xf-list-type="ul">You have literally no chance of advancing technology in any meaningful way. I simply won't allow it.</li> </ul> <ul> <li data-xf-list-type="ul">Equipment is based (however loosely) on medieval period weapons (with a wide time range, admittedly). That means equipment based on eastern, native American, etc. cultures will not be considered.</li> </ul> <ul> <li data-xf-list-type="ul">Gods are unique to my setting (27 of them total). They are not involved in the world in any way, at all, other than background manipulation. There is a god of war. You pray to him before a battle. If one side wins, it's often attributed to that god. That's basically the extent of it. There are no clerics drawing off of power within my game. (technically, you could make a concept based off of it, but you'd have no way of knowing whether or not that character actually was, as all magic is essentially arcane in nature, as well as spontaneous).</li> </ul> <ul> <li data-xf-list-type="ul">There are no D&D planes in play, though there are my own unique "planes" in the game, known as realms. There are only a handful of other realms, though they are unique, and all are more based in realism rather than (what I felt are) gimmicks. You cannot create your own realm.</li> </ul><p></p><p>That's summing it up, of course. The game has its own book. It's easy enough to pick up if you've played D&D. There are other changes, but every ripple from changes that I've run across has been addressed thus far. It's been a project about a year in the making, and it's very well balanced. You can easily make a mundane character that does massive damage (if that's your concern), for example.</p><p></p><p>The game is rooted in realism, and I will not budge that. If you want a swordsman who flies around and teleports to enemies, you can have one, but know this: he's either using magic or a spell-like ability. He's no longer mundane.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5446070, member: 6668292"] Well then, let's address it! I'm not sure if you read my personal changes earlier in this thread: [LIST][*]I've broadened magic with my own unique system to be amazingly versatile. I never understood, for example, why you can't throw up a ward against fire on a chair. Now you can. It's so freeform, in fact, that the only real fault I can honestly say is that it might take too long to pick your "spell", as there are no default spells. You built every individual spell, then you cast them as you go. Magic users in my game have versatility unlike anything they have ever had before within the limits of a mechanical system. Want to paralyze someone after burning them? Want to give yourself a Strength bonus while also granting your weapon a bonus? Want to ward yourself against damage, reactively on your opponents turn, while he attacks you? These are some of the easier things to comprehend within my system (difficulty in-game varies, obviously).[/LIST] [LIST][*]I've broken down traditional Racial traits, and divided it into four different categories: Racial, Societal, National, and Regional. Racial traits have no variation, while Societal, National, and Regional traits all let you spend a set amount of points, with each list having options (that way an elder from one nation looks different from a warrior of the same nation).[LIST] [*]Racial traits are inherent to the race, no matter where the race is, who they were raised by, etc.[/LIST] [LIST][*]Societal traits are given to creatures that are raised within the society of another race. For example, if a human was raised amongst dwarves, then he would be subject to the dwarven Societal traits.[/LIST] [LIST][*]National traits are given to creatures that are raised within the borders of a specific nation. For example, someone raised in the elven nation of Nissalli will have a different natural leaning then someone raised among the dwarven nation of Kalamane.[/LIST] [LIST][*]Lastly, Regional traits are given to creatures who are raised within a specific terrain. Those raised within a forest will differ from those raised in a city, and both will differ from those raised in the mountains.[/LIST][/LIST] [LIST][*]I've eliminated classes completely. It's a classless system. I don't restrict my players with them. I've instituted a point-buy system instead. In fact, you get all of your points as you progress through the level, and you can spend them at any time. This means that you aren't just gaining new features every time you level, you gain new points every [I]session[/I]. There is a constant character progression, rather than staggered to potentially massive jumps in unrelated powers every time you arbitrarily level up. In fact, the classless system is so freeform, you can have 5 hit points at level 20, if you want a character concept where you're just a scholar, and nothing more. You could also spend an immense amount of points on hit points, and have 100 hit points by level 6, though you'd be lacking an many other areas, like versatility, damage, specialization outside of taking a beating, etc. I restrict my players far less than others do when you take this into account.[/LIST] [LIST][*]Specifically, my Special Ability section within the point-buy is amazingly diverse. If you can think of a character concept, then there's a way to go about making it, even if I would hesitate on allowing in (if it violates my setting). You could have someone who gains Undead traits (one player did), or someone who shapeshifts into animals (another player did), or someone who has a "guardian angel" watch after them (an example in my description). The simple builds like warrior, thief, or mage are just incredibly easy to build. Do you want some sort of passive transformation into a beast that lets you fight better, with an active transformation that allows you grow larger and attack even better? Easily doable within the system. Magical specialist, easy. You name it, and the concept is playable, even if the mechanics are slightly different than you'd think they would be.[/LIST] [LIST][*]I've eliminated alignments. As much as I do honestly like alignments within the D&D setting, I find it can cripple roleplaying for many people (even if it enhances it at other times), and I thought simple eliminating any restriction on your character would open player options tremendously.[/LIST] [LIST][*]I've also completely revised several skills, but most notably is the Craft skill. I've implemented an economy not based on character strength, and thus it can find itself rooted in something more realistic. Prices were determined using many factors, including hardness of objects, effectiveness, DC (and thus complexity), average workers taking 10s to make a living, etc.[/LIST] [LIST][*]I've significantly raised end game saves, while limiting end game spell DCs (no longer based on relevant ability modifier, for example).[/LIST] What I adamantly refuse to budge on are setting issues: [LIST][*]You have literally no chance of advancing technology in any meaningful way. I simply won't allow it.[/LIST] [LIST][*]Equipment is based (however loosely) on medieval period weapons (with a wide time range, admittedly). That means equipment based on eastern, native American, etc. cultures will not be considered.[/LIST] [LIST][*]Gods are unique to my setting (27 of them total). They are not involved in the world in any way, at all, other than background manipulation. There is a god of war. You pray to him before a battle. If one side wins, it's often attributed to that god. That's basically the extent of it. There are no clerics drawing off of power within my game. (technically, you could make a concept based off of it, but you'd have no way of knowing whether or not that character actually was, as all magic is essentially arcane in nature, as well as spontaneous).[/LIST] [LIST][*]There are no D&D planes in play, though there are my own unique "planes" in the game, known as realms. There are only a handful of other realms, though they are unique, and all are more based in realism rather than (what I felt are) gimmicks. You cannot create your own realm.[/LIST] That's summing it up, of course. The game has its own book. It's easy enough to pick up if you've played D&D. There are other changes, but every ripple from changes that I've run across has been addressed thus far. It's been a project about a year in the making, and it's very well balanced. You can easily make a mundane character that does massive damage (if that's your concern), for example. The game is rooted in realism, and I will not budge that. If you want a swordsman who flies around and teleports to enemies, you can have one, but know this: he's either using magic or a spell-like ability. He's no longer mundane. [/QUOTE]
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