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Latest revision as of 16:20, 10 May 2012
Chapter 5: Variants and Variations
Not everyone plays the game the same way, and this volume seeks to accomodate those who choose to go a little differently. This section acts as a repository of variant uses of these rules and variations on some of the core assumptions.
Many of these rules seek to fix problems that are inherent to the game, but lie outside the magic system proper. These should have no problem working with the magic system that has been presented here, and if anything, will make it a better fix for your needs.
Variants That Work Well With This Project[edit]
- Ability Arrays
- Better Hit Points
- Declaratory Initiative
- More Stable Saves
- Revised Combat Maneuvers
- Simplified Skills
Narrow Caster Classes[edit]
Not everyone likes having broad casting classes (or broad classes as such), and this is fair enough, given that melee classes are pretty much narrow by definition. For those who want such classes, I'll give a whole bunch here. Feel free to use these as guidelines to make up your own.
- The Alchemist
- The Beastmaster
- The Binder
- The Hermit
- The Ley-Mage
- The Mystic
- The Necromancer
- The Preacher
- The Psion
- The Ritualist
- The Seer
- The Templar
- The Warmage
Variations on This Project[edit]
Some people may like the general idea of this project, but not specific aspects of it. In order to make such people happy, some variants are included here.
- Variant Cleric: Prepared Casting
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