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I think this style of game relies far less on niche protection...in fact, I'd say covering the bases as many different ways as possible would be handy. There will be sandbox elements to this game and as a GM I only 'balance' encounters in terms of availablity of avenues of retreat. If you encounter four Ogres, you need to make some quick decisions.
 
I think this style of game relies far less on niche protection...in fact, I'd say covering the bases as many different ways as possible would be handy. There will be sandbox elements to this game and as a GM I only 'balance' encounters in terms of availablity of avenues of retreat. If you encounter four Ogres, you need to make some quick decisions.
 
[[Maggie the Witch]]
 
 
[[Domik Boscage]]
 
 
[[Rufus Hillsfar]]
 
  
 
=House Rules=
 
=House Rules=
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*Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger.
 
*Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger.
 
*Rule 7: There is always a way around 'absolute' [no non-magical counter] magic spells. Each must be learned individually.
 
*Rule 7: There is always a way around 'absolute' [no non-magical counter] magic spells. Each must be learned individually.
*Rule 8: I am employing a 'per rest' rather than per day rule. this means any significant break is a chance to recharge normal per day abilities. Only a few spells are still restricted to per day. While this may seem to shortchange fighters, they have gained much through increased feats and quicker actions.
 
  
 
And that's it rules wise.
 
And that's it rules wise.
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The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power.
 
The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power.
  
==The Older Ones==
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==The Menfish==
 
Premise: Kuo-Toa are evil aztec fishmen from a different, older evolutionary path before Man.
 
Premise: Kuo-Toa are evil aztec fishmen from a different, older evolutionary path before Man.
  

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