On to the expert classes. They seemed a lot easier than the warrior classes. However, for the sake of personal preference, design ease, and such, I have really started to take a creative license to classes. So they may not look exactly like their original anymore, but I think, as a whole, they work.
Ability maxes: 7 10 12 15 8 8
Allowed Weapons: Bows, knives, rifles, staves
C'mere for a second. I don't want to say anything in front of... you know... the other guy. He's a nice guy, and an okay player, mostly. He knows the rules pretty well, he can make characters, he tries to get into the game, I think... I guess... maybe. But I've been thinking... there's something about the way he plays, the way he talks about the game... I think I know what's wrong.
Do you remember when you first started playing RPGs, and reading sci-fi or fantasy, watching awesome movies
This has a lot of status effects. I did not include some of them in the write up (because they are found under status effects file which isn't done). As such, for this blog post, I pasted the status effect numbers at the bottom of the page.
Also, because samurai seemed more fitting for adepts (all magical attacks), I moved dark knight to warriors.
Finally, this is the last of the warrior classes (YEAH!). From now on, I am going to bounce around in terms of which
Updated 08-31-2010 at 01:52 PM by yukonhorror
This is just a list of the differences.
6.Ability scores. In Old School you rolled up a character and played it...no matter the ability scores. A character could have ability scores from 3 to 18. It was common for a character to NOT have a single score over 15, and several below 10. In fact, in an old school game...a character could even have a low score in their primary ability. My group fondly remembers 'BlunderFoot' the thief with a dexterity of six. And 'Driftwood' the fighter
Ability maxes: 15 15 10 5 7 8
Allowed Weapons: knives, greatswords, light swords, swords, katana, swallows
Allowed Armor: gauntlets, helmets, mail, Shields
Delay attack: +8d6 minor transformation (add limitation extra segment to one of the targetís atk) (40 active points) OAF(-1) only works in combat (-1/2) All or nothing (-1/2) fast healing (REC/segment) (-2.5) Real
Updated 08-31-2010 at 01:42 PM by yukonhorror