Kobold

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No, paladins are not allowed, but I would give another "flavour" to inquisitors. And the APG has skirmishers, rangers without spells.


I'm creating a post-apocalyptic campaign setting, where most arcane and divine knowledge is lost, and magic is mainly an innate power. Therefore I want to use mainly sorcerers and oracles, and forbid wizards and clerics.

But I also need to think about the implications this decision has on the game. Will it alter the balance? Give more power to the martial classes? Should I change the encounters in any way?

Thanks.