For his last book written in the roleplaying genre, Monte Cook has penned his own unique version of the horror setting known as the World of Darkness.
What is the World of Darkness?
It's a place very much like our world, sharing the same history, culture and geography. Superficially, most people in this fictional world live the same lives we do. They eat the same food, wear the same clothes, and waste time watching the same TV shows. And yet, in the World of Darkness, shadows are deeper, nights are darker, fog is thicker. If, in our world, a neighborhood has a rundown house that gives people the creeps, in the World of Darkness, that house emits strange sighs on certain nights of the year, and seems to have a human face when seen from the corner of one's eye. Or so some neighbors say. In our world, there are urban legends. In the World of Darkness, there are urban legends whispered into the ears of autistic children by invisible spiders.
What will the World of Darkness become, as envisioned by Monte Cook? The answers will be revealed in this book.
Don't get me wrong: Monte Cook is AWESOME. So is WoD.
The thing is, the World of Darkness is pretty much intertwined with the Storyteller system, which, to me, is a pretty gritty, closer to earth system than the d20 system. Therefore, I don't really know if this'll work.
Of course, I haven't looked at this product yet, so, who knows? If I ever get the opportunity to look or play it, I may change my mind.
I got a chance to thumb through it the other day and it looks pretty good for those of us who are interested in the new WOD with a bit of a D20 twist. I LOVE his take on the scream sheets for each supernatural "race", they got me more interested in new WOD than the hardcover books ever did. Still, ymmv.
I got a chance to thumb through it the other day and it looks pretty good for those of us who are interested in the new WOD with a bit of a D20 twist. I LOVE his take on the scream sheets for each supernatural "race", they got me more interested in new WOD than the hardcover books ever did. Still, ymmv.
One question: Monte Cook also wrote the Cthulu d20 book (-> link 1, link 2)
How big are the similarities?
Do both books combine well, or are they in part identical?
I know that the settings are completely different, but both books head towards a darker d20 style and so I wonder...
I was pointed here while looking around for new magic systems for D&D/Pathfinder. My question is: is the new system compatible with old 3.5/Pathfinder spells? If it is, I'd like to look at this, but if it's not, then there's no point for me.
I was pointed here while looking around for new magic systems for D&D/Pathfinder. My question is: is the new system compatible with old 3.5/Pathfinder spells? If it is, I'd like to look at this, but if it's not, then there's no point for me.
Thanks!
Depends on what you mean by "compatible." It's not designed to be a seamless mixture of the sorcerer and wizard spells. Instead, you build spells up as you go based on what you want the spell to do.
Want to move a 100-lb. rock 100 feet at 50mph for 1 second?
telekinesis 100 lbs = W points
range 100 feet = X points
50 mph speed for telekinesis = Y points
instant duration = Z points
W + X + Y + Z = number of spell points to spend, make a Spellcraft check, done.
There are also many premade spells so you don't have to do math on the fly. It's a very versatile system, and some people have dropped the standard 3.5 spell prep system and replaced it with the MCWOD casting system. So if you mean "can I use this magic system in my 3.5/Pathfinder campaign?" then yes.
i could be "readily" ported... yes... its easy... not always is abit different
i do not know if changes would have to be done... would need to consult my expert on magic (who is casing all kind of troules...damned VR Reincarnated in Monte's WoD
Sean! i didn't know you co-wrote it... i know me bad :S i just jumped into the book and not even looked at who were involved
what parts did you developed?
the game is great, but the best really is the magic system... hunters... cof i mean awakened are still squishi... but they can be used neatly
weplayed a very militaristic campaign, so my plaers coordinate groups to fight supernatural menaces with a big mastermind preparin a war versus the world
right now wehave been for 2 or 3 months in stand by after the evil "empire" made a Blitchkrieg on the world, disorganizing it
also i moved the Intrusion zone... i put it in the middle of Germany, we play in Europe...
you have never dreaded a dungeon until you think in Paris' Catcombs in the nightmare zone... my players dreaded the moment they know they were going in... so they went in... covered their mission, lost a couple of operatives and run back
all in all the wizard is their manager and coordinatror, using their tech equipment for great effect
its a very easy concept to understand to those who have played Mage: The Ascension... Dogbert who plays as a wizard who uses technology (Virtual Adept) has been terrorizing NPC enemies and allies...
:D but one of this enemies an mentors is taking a page of his book :D
cof cof i blame Paizo for stopping playing Monte cook's WoD :P
i love the setting... but Golarion is too much too adictive... and attention span is somewhat... limited
Sean again as in the forum's of WW... any plans on giving us more ingo in the Intrusion?
Want to move a 100-lb. rock 100 feet at 50mph for 1 second?
telekinesis 100 lbs = W points
range 100 feet = X points
50 mph speed for telekinesis = Y points
instant duration = Z points
W + X + Y + Z = number of spell points to spend, make a Spellcraft check, done.
There are also many premade spells so you don't have to do math on the fly. It's a very versatile system, and some people have dropped the standard 3.5 spell prep system and replaced it with the MCWOD casting system. So if you mean "can I use this magic system in my 3.5/Pathfinder campaign?" then yes.
Oh gosh, I'd managed to resist the urge to buy this book, and now it must be mine.
Although the Supernatural RPG has not been released yet I wonder how it will compare with WOD.
Supernatural RPG based in the TV series, right? then i think it would be closer to Hunter: the Reckoning...
or an all awakened game
awakened are you all in all human expert, they know a lot of things, have lots of feats... but in a 1 on 1 situation and fair conditions... my money is on the supernatural... any supernatural... be it vampire, werewolf, demon or wizard...
between the opthers as always is depending on what kind they are, the circuncstances and the initiative... good luck sniping someone with Heightened Senses or trying to outrun a Garou... i mean Werewolf
anyway great classes
Set wrote:
Sean K Reynolds wrote:
Want to move a 100-lb. rock 100 feet at 50mph for 1 second?
telekinesis 100 lbs = W points
range 100 feet = X points
50 mph speed for telekinesis = Y points
instant duration = Z points
W + X + Y + Z = number of spell points to spend, make a Spellcraft check, done.
There are also many premade spells so you don't have to do math on the fly. It's a very versatile system, and some people have dropped the standard 3.5 spell prep system and replaced it with the MCWOD casting system. So if you mean "can I use this magic system in my 3.5/Pathfinder campaign?" then yes.
Oh gosh, I'd managed to resist the urge to buy this book, and now it must be mine.
SKR wrote:
Monte and I co-wrote the book, FYI.
Also a selling point.
Tsk Tsk
resisting to buy the 2nd best magic system out there (after Mage:The Awakening) Tsk Tsk
this is magic! 3.5 vancian magic... i nothing but a joke... there i said it! :D
*pants while getting it out of his system*
oh please... don't grab the magic sword... or better yet... please grab it :D
Ooooooh...this sounds COOL !!!!
Sean, do you think this "new" approach to magic could readily be ported into fantasy D&D or Pahtfinder for that matter?
Yes, as I said, some people have already done so. The book has 20 pages of premade spells, and though compared to the PH that seems very sparse, all spells have built-in mechanism for improving spells, and some of them have discounted upgrades built right into the spell description. For example, every spell lists the cost for range, duration, area, and effect, so you immediately know what sort of upgrade cost is required to make it farther, longer, bigger, etc. ... and to use the specific example of transmute earth, it also tells you the discount cost for increasing the spell volume.
Montalve wrote:
what parts did you developed?
Monte did the basics of the magic system, I revised and expanded it and crunched all the numbers. Monte did the classes, I did the supernatural feats.
Montalve wrote:
]also i moved the Intrusion zone... i put it in the middle of Germany, we play in Europe...
Heh, that is to be expected. :)
Montalve wrote:
Sean again as in the forum's of WW... any plans on giving us more ingo in the Intrusion?
The intent was that MCWOD is a one-shot product with no followups. If WW has changed their mind about that, they haven't told me.
Monte did the basics of the magic system, I revised and expanded it and crunched all the numbers. Monte did the classes, I did the supernatural feats.
thanks, both of you did a great job
Sean K Reynolds wrote:
Montalve wrote:
]also i moved the Intrusion zone... i put it in the middle of Germany, we play in Europe...
Heh, that is to be expected. :)
i think i explained myself wrongly
we live in America (Mexico to be precise), but as fans of gothic horror we prefered to experience it in the Old World... and the best central place that gave us the Vatican, half England and half Rumania, was hitting old Germany
of course its destabiliced EU and other counties, so we changes some parts of the background... but it was fun... they still need to go against their beg enemy, they have taken 4 months on how to counterattack
Sean K Reynolds wrote:
Montalve wrote:
Sean again as in the forum's of WW... any plans on giving us more ingo in the Intrusion?
The intent was that MCWOD is a one-shot product with no followups. If WW has changed their mind about that, they haven't told me.
no no plans that i heard, i just remember people asking
while partially i like that because thatmeans i can do with the world whatever i like... it also means that we have no new things... and new things are always interesting to check
oh well cest la vie :P
DM Jeff
(Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Maps Subscriber),
Mon, Dec 15, 2008, 06:27 PM
Sean K Reynolds wrote:
Monte and I co-wrote the book, FYI.
Well, there's another $50 I won't miss...too much. Sold.
-DM Jeff
Sharoth
(Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, Planet Stories Subscriber),
Mon, Dec 15, 2008, 06:42 PM
~turns my nose up at the product~ Well, if SEAN worked on this, then to Hell with it! ~harumph~
Sure, this book's premise is a totally different one from original WoD from the mere principle that d20 is a system oriented to high adventure, but the end product turned out not only good, it turned out GREAT. The supernaturals involved kept enough of their dignity in the translation, the setting is very interesting and, to top it off, it has the best magic in d20 (second best being Arcana Unearthed's).
I can't stress enough how much I love this game. Sean, both you and Monte did a GREAT job on that.
I have always felt that standard DnD's magic lacked for want of a better word, magic. It was dead, slightly dull stuff that didn't seem to have a reason to exist, and always seemed immensely stuffy and static.
Does the magic in MC'sWOD actually feel a little more like Magic. Does the spirit of Mage and Ars Magica flow through into this spell system?
Does it matter if a mage spends two hours drawing out wards and the keys of solomon to perform a ritual, with chalk blessed by three popes while the air is rich with the scent of opium and hen ban. Will a mad witch in her asylem cell benifit from cutting dreamed up sigils into her arm as she whispers the name of the orderly who beat her senseless for talking to a spirit? More concisely, does the magic system provide benifits for using foci?
I had put of buying this product because i hadn't really heard if the magic system, the one thing i was interested in buying the book for, would live up to its possiblities.
in MC WoD Magic system you arm your spells.
you have a number of component points, and take from different areas including duration, effects, etc... if you use foci as you mention the spells becomes cheaper or the DC to cast it falls (yes you have to roll spellcraft)
i haven't played Ars Magica... but MC WoD's System gave me the feeling of old Mage: The Ascension
so free... that sky is the limit (*cough cough* and component points of course)
so if you have blood of your rival, his true name, or something that connects to him, make a 2 hour ritual to prepare a curse and have all your foci ready to doom him to hell...
ohh yes... IT DOES MATTER :D
the only reason i do mode Vampries than Mages... is because i suck as a mage... still my player is in mortal fear of his old Master :D
in MC WoD Magic system you arm your spells.
you have a number of component points, and take from different areas including duration, effects, etc... if you use foci as you mention the spells becomes cheaper or the DC to cast it falls (yes you have to roll spellcraft)
i haven't played Ars Magica... but MC WoD's System gave me the feeling of old Mage: The Ascension
so free... that sky is the limit (*cough cough* and component points of course)
so if you have blood of your rival, his true name, or something that connects to him, make a 2 hour ritual to prepare a curse and have all your foci ready to doom him to hell...
ohh yes... IT DOES MATTER :D
the only reason i do mode Vampries than Mages... is because i suck as a mage... still my player is in mortal fear of his old Master :D
Mmm...interesting, very interesting.
It would be very cool to have a better magic system.
Does the magic in MC'sWOD actually feel a little more like Magic. Does the spirit of Mage and Ars Magica flow through into this spell system?
[tangent] If you like these sorts of systems (and I *love* the Ars Magica system), you might like Elements of Magic, Revised, from ENWorld Publishing, which uses a similar mechanic (and should be available relatively cheaply in PDF format these days). [/tangent]
Does the magic in MC'sWOD actually feel a little more like Magic. Does the spirit of Mage and Ars Magica flow through into this spell system?
[tangent] If you like these sorts of systems (and I *love* the Ars Magica system), you might like Elements of Magic, Revised, from ENWorld Publishing, which uses a similar mechanic (and should be available relatively cheaply in PDF format these days). [/tangent]
Dumb question: how compatible are the races/classes with 3.X games? Has anyone ported thee classes into anything other than a D20 modern game?
I know some people on Monte's boards have done so. Because the power level starts higher than standard d20 (a starting MCWOD character is basically a 4th-level character, as we felt it didn't make sense that you'd have vampires and werewolves that weren't any tougher than a starting human character). Once you take that into account, yes, they're very compatible.
Zombieneighbours wrote:
Does the magic in MC'sWOD actually feel a little more like Magic. Does the spirit of Mage and Ars Magica flow through into this spell system?
I've only played a little Ars Magica, but the magic of MCWOD is very strongly based on what you can do in Mage, just given more concrete rules rather than the GM-has-to-make-a-lot-of-rulings method of Mage.
Zombieneighbours wrote:
Does it matter if a mage spends two hours drawing out wards and the keys of solomon to perform a ritual,
Metaspell component, "casting the spell takes one hour," -3 cost to the spell's point total.
Zombieneighbours wrote:
with chalk blessed by three popes while the air is rich with the scent of opium and hen ban.
(reversed) New Power component, -10 cost to the spell's point total.
Zombieneighbours wrote:
Will a mad witch in her asylem cell benifit from cutting dreamed up sigils into her arm as she whispers the name of the orderly who beat her senseless for talking to a spirit?
Blood Magic feat, use 1 pint of blood to reduce spell cost by -5.
Zombieneighbours wrote:
More concisely, does the magic system provide benifits for using foci?
Talisman Magic feat, +5 to checks to cast spells when using your talisman, -5 to checks when you don't have your talisman.
Dumb question: how compatible are the races/classes with 3.X games? Has anyone ported thee classes into anything other than a D20 modern game?
I know some people on Monte's boards have done so. Because the power level starts higher than standard d20 (a starting MCWOD character is basically a 4th-level character, as we felt it didn't make sense that you'd have vampires and werewolves that weren't any tougher than a starting human character). Once you take that into account, yes, they're very compatible.
Zombieneighbours wrote:
Does the magic in MC'sWOD actually feel a little more like Magic. Does the spirit of Mage and Ars Magica flow through into this spell system?
I've only played a little Ars Magica, but the magic of MCWOD is very strongly based on what you can do in Mage, just given more concrete rules rather than the GM-has-to-make-a-lot-of-rulings method of Mage.
Zombieneighbours wrote:
Does it matter if a mage spends two hours drawing out wards and the keys of solomon to perform a ritual,
Metaspell component, "casting the spell takes one hour," -3 cost to the spell's point total.
Zombieneighbours wrote:
with chalk blessed by three popes while the air is rich with the scent of opium and hen ban.
(reversed) New Power component, -10 cost to the spell's point total.
Zombieneighbours wrote:
Will a mad witch in her asylem cell benifit from cutting dreamed up sigils into her arm as she whispers the name of the orderly who beat her senseless for talking to a spirit?
Blood Magic feat, use 1 pint of blood to reduce spell cost by -5.
Zombieneighbours wrote:
More concisely, does the magic system provide benifits for using foci?
Talisman Magic feat, +5 to checks to cast spells when using your talisman, -5 to checks when you don't have your talisman.
I'm really proud of the system.
Mmm...I feel a trip to orc's nest with gift money from christmas.
We've been playing a campaign with the book for nearly a year now, and we've really been enjoying it. Our group happens to live in Minneapolis-St. Paul, so playing in the shattered ruins of our hometowns is a lot of fun. It lets me really play off the player's preconceptions.
We've really enjoyed how the classes play. The werewolf bruisers can dominate combat, but the vampire and awakened players certainly work well with the intrigue aspects and sneak attacks.
The biggest complaint is that the book has a very rushed feel. It's layout is a bit disorganized, charts aren't always complete, there are typos and the index is less than helpful. It takes a lot of time to prep rules and it's hard to answer rule questions as they pop up (especially because there are enough differences from 3.5 that I can't fall back on my encyclopedic knowledge).
I would definitely recommend the product to anyone looking for a more approachable World of Darkness game. I would love to see some support for this game, especially post-apocalyptic adventures.
Given the circumstances and timeline under which the book was created, I'm not surprised there are problems like that here and there. :/
It happens! As a person who lives under constant deadlines for writing, I'm always afraid to go back to an old document and see what I didn't catch in the final edit. Frankly, it's the only flaw in what is otherwise a superbly solid book.
What was the thought behind the campaign settings? Both are very well-fleshed out but so disparate it's odd to think they're only eight hours away by car from each other.
What I love is how the system isn't just limited to WoD types. The magic system works great for Dresdenverse style magic, and if you replace wisdom drain for con drain/blood drinking, you've a ready made kludge for White court vampires.
What was the thought behind the campaign settings? Both are very well-fleshed out but so disparate it's odd to think they're only eight hours away by car from each other.
My FLGS has a copy of this, and with the idea of setting it in Europe, I might have to get that copy. Having a game set in Berlin might be lots of fun.
My FLGS has a copy of this, and with the idea of setting it in Europe, I might have to get that copy. Having a game set in Berlin might be lots of fun.
I'm without a group, but just sat down and reread this. I can't recommend it enough.
Since Europe is more densely populated than North America, you might want to scale the event down in size. I can almost picture the incursion flattening a region of the Black Forrest and be hovering in the air, like a Tunguska Incident image.
Yeah: St. Paul/Mpls and Chicago. I'm not complaining, we've had a lot of fun with them. Plus the settings are transferrable enough for those who want to reset them in a new city. I'm just curious why those areas were picked (and very happy to see my stomping grounds amongst them).
Yeah: St. Paul/Mpls and Chicago. I'm not complaining, we've had a lot of fun with them. Plus the settings are transferrable enough for those who want to reset them in a new city. I'm just curious why those areas were picked (and very happy to see my stomping grounds amongst them).
I can't speak for Monte, but (1) in apocalyptic games its sorta traditional to blow up your home town, and Monte's from that area, and (2) it allows you to run very different styles of campaigns, one more military and focused on the Intrusion, one more traditional vampire/werewolf taking place in a city close enough to have a reasonable population of supernaturals, but not so close as to be directly affected by the Intrusion's decimation.
Hokay, so I bought the book. Wonderful, wonderful, wonderful. I made some adjustments to the system, as it was a bit too powerful for standard D&D (but perfect for the book in itself), and now I've found it to be completely compatible with PF. Check it out:
Spoiler:
ROTE SPELLS
A major aim of mine, in implementing the MCWoD casting system into D&D, was to allow the rich magical world of D&D to exist without making improvised magic seem like the annoying, squeaky little brother of the big, burly, pre-made spells. As such, I aimed to allow improvised magic to shine, but I also didn’t want to under-power rote spells or make “spells known” too important. So, I decided that a player can essentially cast any “rote” or pre-made spell by spending an appropriate amount of component points, as detailed in the table below. I based these values off of the existing Spell Fatigue system, and I go into detail as to how I made the system below.
A rote spell costs the maximum number of component points that a Mage of the level appropriate to cast the spell can use without becoming exhausted. For example, a 1st level rote spell (which a Wizard would be able to learn at first level) costs 11, as a first-level Mage can only use up 11 component points without becoming exhausted (10 [base] + 1 [first level]). By the same logic, a third level spell costs 15 component points, as a fifth level Wizard (the first level that you would gain 3rd level spells) can only use 15 points on a spell (10 [base] + 5 [fifth level mage]). A table containing these values is shown below.
This system is proved not to be unbalancing the ability of rote spells, as a typical 3.5/Pathfinder Wizard could essentially “spend” 697 component points in a day by casting all of her spells ([27*3] + [25*4] + [23*4] + [21*4] + [19*4] + [17*4] + [15*4] + [13*4] + [11*4] + [10*4]) (not counting bonus spells), and a Mage by this system can only spend 345 component points in a day (again, not counting bonus spells). Although this may make 3.5/Pathfinder Wizards seem a ton more powerful, they are more restricted than a Mage under this system. Also, technically, a Mage in this system can cast more 9th level spells per day if he or she spends all of their components on casting 9th level rotes.
Of course, under this system, some rote spells become more powerful (by costing less component points than an improvised spell with that effect would cost) and some are less powerful (by costing more component points than an improvised spell with that effect would cost), but overall the increases or decreases in cost do not deviate too far from this value (with the exception of some ridiculously powerful spells, such as Disintegrate and Meteor Swarm).
For such exceptionally powerful spells, I am not allowing the players to simply improvise the spell for that level’s cost (21 for Disintegrate and 27 for Meteor swarm). The only way the players will be able to cast these few, rare, and exceptionally powerful spells is to have them among their spells known. Otherwise, the players will simply have to improvise a spell of the appropriate cost (in the case of Meteor Swarm, upwards of 70 components!).
Thoughts? Suggestions? I've found this to be balanced in my games.
Anyhow, BEAUTIFUL magic system, I love it so much!
I have to say that when I first saw this my reaction was to groan and think "Monte! Why! How could you have stooped or fallen to such a low point that you gave WoD the D20 treatment!" but then that's because while I recognize D20 as a flexible role playing game system it has it's place and I definitely don't view it as the perfect generic system. That and I got incredibly sick of things getting the 'D20 treatment' and am glad whenever anything shifts away from it and gets it's own or a more fitting system. Deadlands, Lo5R and Song of Ice and Fire are examples.
Still, I have to admit, it's a credit to Montes abilities that I'm even slightly curious. That and I see the place of D20 conversions now more than I did back when I had that reaction. I was able to dredge up more support from my friends for a D20 Call of Cthulhu game than I was an actuall CoC game because many of us didn't want to learn a new rules system and the only person I can think of who might have been interested loathed all D20 products not related to D&D (to him D20 was a D&D system first and a generic system 2nd thus anything with the D20 lable was just a D&D version of that game. I sort of agree with him but not to the extent of his loathing). So we ran a game and it proved to be one of the most enjoyable and entertaining games I've ever run. Though it was intensely comedic rather than horrific... not sure what that says about me or my players.
Either way, I'd definitely give this a chance, but I admit I'd file it under 'guilty pleasures'.
Just my two bits. Might have to give it a shot some day.
I got a chance to thumb through it the other day and it looks pretty good for those of us who are interested in the new WOD with a bit of a D20 twist. I LOVE his take on the scream sheets for each supernatural "race", they got me more interested in new WOD than the hardcover books ever did. Still, ymmv.
I don't know if this has been answered before, but I want to point out that this WoD has nothing to do with either the oWoD or the nWoD. It really is McWoD in more than just rules.
Which is great: You get a d20 Version of the WoD rules, AND you get a new setting. If you want, you can mix and match them.
I haven't had a chance to actually play it, but I really like this book.
The only slight problem I have is that the weapon types don't make too much sense, but I have my Ultramodern Firearms d20 for that.
also i moved the Intrusion zone... i put it in the middle of Germany, we play in Europe...
You hate us that much, now do you!
Just kidding.
It does make the whole intrusion that much more brutal. The original Zone was in a sparsely populated zone, and cost about a million lives. Moving it to Germany will mean dozens of millions.
If you want more flavor for MCWoD, I would suggest looking at Palladium's Nightbane products. The game has little support from Palladium these days, but the setting was great and could fit in with the WCWoD setting rather well.
also i moved the Intrusion zone... i put it in the middle of Germany, we play in Europe...
You hate us that much, now do you!
Just kidding.
It does make the whole intrusion that much more brutal. The original Zone was in a sparsely populated zone, and cost about a million lives. Moving it to Germany will mean dozens of millions.
exactly my idea. my intention with this was three fold
a) I-Zone is not out of the way, its not a rumor... its in the middle of everywhere... and as you said there are too many cassualties just to ignore or to hide...
b) i needed the I-zone to reach London, Paris, Transilvania and Rome... just to deal with the ideas I had on mind... when I checke the only way was putting it over Germany...
c) increase the problem creating a economical crisis beyond any magnitude ever seen... when i commented on this one of my players asked "then the US would get all over it, don't it?" "no, unfortunately they are dealing with their own economical crisis... we liked VAs from mage... blame him" *pointing to Dogbert* (so yes pal, its your fault :P 2 years ago you played this crisis on my game, now we have to deal with it!)
Has anyone done/found a work-up for Changelings for Monte Cook's World Of Darkness (d20)?
If so, I could likely get more interrest from my playing group. ;P
Which changlings?
The Half Fey and Feytouched from (MMII is it?) would help. The LA would be similar in 'power' but they'd be a lot squishier.
True. But Monte Cook's World Of Darkness (d20) makes a lot more radical changes to how races/classes work then using MMII would allow. (For example: "Race" & "Class" are the same thing).
Also, as in "Which Changelings?" I was looking for a Player Character option.