| xenomega |
I'm working on a post-apoc setting with magic and weird science and mutants. I have a couple of things I'm trying to figure out though.
First, I was originally thinking of using the Modern Path classes, but after reading through the PDF a few times, I'm not sure I like how they converted the d20 Modern classes. I could convert the original classes myself though, so that's an option.
My setting does have magic though, so I will want some spellcasting and psionic classes. I started reading through Occult Adventures, but I think I prefer the Dreamscarred Press version of psionics since it keeps power points and makes psionics different from magic. I had thought about making the spellcasting classes only ten levels and having Barbarian, Fighter, Monk and Rogue classes be 20 levels since they don't have any magic. Then if you want to cast spells, you can multiclass into Sorcerer or Cleric. This would limit the classes at least and not make magic crazy out of control.
My other idea is to just allow any Pathfinder class and make the world a crazy-everything-exists setting. I've already made it somewhat like Rifts, but without the extensive overpowered stuff. If the players have access to something, then the bad guys most likely do too. I'd still prefer Ultimate Psionics to Occult Adventures though.
I guess I'm not sure where to proceed from here. I've read through Broken Earth and Darwin's World. I want more magic than those though.