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<blockquote data-quote="MarkB" data-source="post: 6229825" data-attributes="member: 40176"><p>I like the concept - I once did some early planning on an "X-COM in Eberron" campaign that I never really developed because too few of my players were familiar with X-COM.</p><p></p><p>For determining what classes are available, my suggestion would be: Don't think buildings, think tech trees.</p><p></p><p>Start with just a few basic classes, and unlock new classes through research and development. Unlocking Clerics isn't necessarily a matter of building a church - it's a matter of researching the 'alien' threat and how it impacts civilised religions, so that you can persuade them to send clerics to your cause. Unlocking arcane classes might require a research team of wizards to delve into the mysteries of unusual arcane paths. Maybe make psionics exclusive to the invaders, until the players capture and interrogate them to unlock psionic classes for their own squads.</p><p></p><p>Likewise for limiting the team's power. Make it so that magic items are almost unheard-of in your setting for this campaign's purposes. When the players' assault teams defeat the invaders and capture the magical weapons they're wielding, those weapons can be researched back at base to understand their creation principles, after which teams of artificers can manufacture new magical weapons - initially at low levels of power - for the soldiers to use in the field. That way, you don't need to worry too much about income - there's a limit to their power level that ramps up naturally as the game progresses.</p></blockquote><p></p>
[QUOTE="MarkB, post: 6229825, member: 40176"] I like the concept - I once did some early planning on an "X-COM in Eberron" campaign that I never really developed because too few of my players were familiar with X-COM. For determining what classes are available, my suggestion would be: Don't think buildings, think tech trees. Start with just a few basic classes, and unlock new classes through research and development. Unlocking Clerics isn't necessarily a matter of building a church - it's a matter of researching the 'alien' threat and how it impacts civilised religions, so that you can persuade them to send clerics to your cause. Unlocking arcane classes might require a research team of wizards to delve into the mysteries of unusual arcane paths. Maybe make psionics exclusive to the invaders, until the players capture and interrogate them to unlock psionic classes for their own squads. Likewise for limiting the team's power. Make it so that magic items are almost unheard-of in your setting for this campaign's purposes. When the players' assault teams defeat the invaders and capture the magical weapons they're wielding, those weapons can be researched back at base to understand their creation principles, after which teams of artificers can manufacture new magical weapons - initially at low levels of power - for the soldiers to use in the field. That way, you don't need to worry too much about income - there's a limit to their power level that ramps up naturally as the game progresses. [/QUOTE]
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