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<blockquote data-quote="Lord Mhoram" data-source="post: 6387895" data-attributes="member: 4789"><p>I agree about Unchained, and Occult Adventures. The ACG was for Hybrid Classes - standard themes that took some system mastery to pull off, so they made those. I didn't expect a lot of change from those. I really did like how with the new classes, feats and especially archetypes they made it fairly easy to let one class play with a different class' toys.</p><p></p><p>I think that looking at Occult Adventures will be really interesting. They've stated it's not Psionics, but Psychic magic, and has more of a pulp/gaslight feel. And it will be using the standard spell slot / Vancian thing that wizards and clerics use. I want to see what they do with a different feel but utilizing similar mechanics in new design space. That gets pulled off well, and it really shows they have new directions for the rules to go; I think it may say more about what can be done than Unchained.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 6387895, member: 4789"] I agree about Unchained, and Occult Adventures. The ACG was for Hybrid Classes - standard themes that took some system mastery to pull off, so they made those. I didn't expect a lot of change from those. I really did like how with the new classes, feats and especially archetypes they made it fairly easy to let one class play with a different class' toys. I think that looking at Occult Adventures will be really interesting. They've stated it's not Psionics, but Psychic magic, and has more of a pulp/gaslight feel. And it will be using the standard spell slot / Vancian thing that wizards and clerics use. I want to see what they do with a different feel but utilizing similar mechanics in new design space. That gets pulled off well, and it really shows they have new directions for the rules to go; I think it may say more about what can be done than Unchained. [/QUOTE]
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