| Post/Author/DateTime | Post |
|---|---|
| Jack Daniel11-28-05, 11:26 AM | My Class System (http://www.geocities.com/ivan_327/re03.htm) So I went and built a robust and rather generic character class system that was designed to run best for games set in the Renaissance, Enlightenment, and Industrial Revolution (since I love setting campaigns in those periods), but as it so happens, I've noticed that it's pretty easily adapted to earlier or later time peroids as well. That got me thinking, what sort of criteria would there be to determine just how adaptable a specific set of classes is? That is, many more periods or settings can I squeeze under the umbrella of one class system (without making something as complex as D20 Modern)? Certainly, stripping out the engineer and the duelist would make my own system more amenable to pre-Renaissance settings, while dropping all the spellcasting classes would make it work for low-/no-magic Pulp, Modern, and Sci-Fi games (although in the case of pulp and sci-fi, the psionic classes might still be left in). |