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==Classes (p18)== Choose a class from the following options: Assassin, Bard, Diplomat, Expert, Explorer, Fighter, Warlord. Some classes have been altered to equalise XP (because XP will not be tracked using points). The following changes are applied to those classes: *Assassin: Add Skirmishing Proficiency as class power. *Bard: Add Performance (Rhetoric) and one additional Performance Proficiency as class powers, may wear medium armour and use shields. *Fighter: Add one additional Class Proficiency. There are three new classes, which are detailed on the [[Tyche's_Favourites/New_Classes |New Classes]] page. All characters start at 5th level, and have 8,000dr with which to purchase equipment, mounts and pack animals and so on. Henchmen start with equipment appropriate to their station, with the PCs paying for anything additional. Hirelings must be paid for by the PCs. As 5th level characters, they will have an expected standard of living of dr/month. If they wish to establish some investments to begin to cover this, any money invested has a return of 3% per month for relatively secure investments, and d10%-d4% for riskier investments (which may make a loss). ''Design note: Obviously without magic half of the standard classes make no sense. There were also some gaps, thus the addition of the two new classes. There was also a small job of equalising the XP of all the classes, to facilitate dropping XP tracking altogether, in favour of an alternative method of levelling.'' ''This is a game intended to start with the PCs as experienced, capable people, thus we just go straight to 5th level and skip the early incompetence. It also means they're at the stage of gathering their own individual retinues, which is perfect for this game. Four people wandering about unattended would look like vagabonds or bandits, not potential players in the great political games of the age.'' ''I'm not yet sure about starting wealth in terms of monthly incomes that make sense.''
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