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While ''Dungeons & Dragons'' may not have created tabletop roleplaying games, it codified many of the mechanics and tropes associated with them, [[SmallReferencePools is what most people picture when they think of a tabletop RPG (even if they've never played one)]] and is by far the most popular tabletop RPG of all time. ''Dungeons & Dragons'' is one of the {{Trope Codifier}}s of the modern era, having single-handedly mashed SwordAndSorcery and epic HighFantasy into the fantasy genre as we know it today, and having been the source of more than a few of the UsefulNotes/RoleplayingGameTerms and RPGElements that the influential [[RolePlayingGame computer RPG]] genre was founded on. Many, many excellent computer games (especially [=RPGs=]) have also been made directly off the ''[=D&D=]'' license. It is also commonly seen as the most popular nerd game due to all the strategic elements involved.

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While ''Dungeons & Dragons'' may not have created tabletop roleplaying games, it codified many of the mechanics and tropes associated with them, [[SmallReferencePools is what most people picture when they think of a tabletop RPG (even if they've never played one)]] and is by far the most popular tabletop RPG of all time. ''Dungeons & Dragons'' is one of the {{Trope Codifier}}s of the modern era, having single-handedly mashed SwordAndSorcery and epic HighFantasy into the fantasy genre as we know it today, and having been the source of more than a few of the UsefulNotes/RoleplayingGameTerms MediaNotes/RoleplayingGameTerms and RPGElements that the influential [[RolePlayingGame computer RPG]] genre was founded on. Many, many excellent computer games (especially [=RPGs=]) have also been made directly off the ''[=D&D=]'' license. It is also commonly seen as the most popular nerd game due to all the strategic elements involved.

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* ''TabletopGame/DungeonsOfDrakkenheim''

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* ''TabletopGame/DungeonsOfDrakkenheim''''TabletopGame/{{Drakkenheim}}''



* ''TabletopGame/DungeonsAndDragonsFifthEdition'', aka '''5E''' (2014): The current edition of ''Dungeons & Dragons'', first published in 2014. It is a backtrack from a majority of the changes in the previous edition, while also avoiding the [[CombinatorialExplosion increasing complexity]] of ''3E''. It presents itself as a "simplified" version of the ''D&D'' experience at lower levels, without losing the build variety or roleplaying potential at any point.

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* ''TabletopGame/DungeonsAndDragonsFifthEdition'', aka '''5E''' (2014): The current edition of ''Dungeons & Dragons'', first published in 2014. It is a backtrack from a majority of the changes in the previous edition, while also avoiding the [[CombinatorialExplosion increasing complexity]] of ''3E''.3E. It presents itself as a "simplified" version of the ''D&D'' experience at lower levels, without losing the build variety or roleplaying potential at any point.



* ''The Planes of the TabletopGame/MagicTheGathering Multiverse'': Ever since Wizards's acquisition of the ''D&D'' brand back in September of 1999, they have kept a strict policy of never crossing their two biggest brands over with each other, keeping them distinct entities. Though a number of fans have been hoping for ''some'' kind of cross-promotion for years.

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* ''The The Planes of the TabletopGame/MagicTheGathering Multiverse'': ''TabletopGame/MagicTheGathering'' Multiverse: Ever since Wizards's acquisition of the ''D&D'' brand back in September of 1999, they have kept a strict policy of never crossing their two biggest brands over with each other, keeping them distinct entities. Though a number of fans have been hoping for ''some'' kind of cross-promotion for years.
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->''[[TheStinger DISCLAIMER:]] [[Creator/WizardsOfTheCoast Wizards of the Coast]] is not responsible for the [[TheManyDeathsOfYou consequences]] of [[LetsSplitUpGang splitting up the party]], [[HandInTheHole sticking appendages in the mouth of]] [[[[TabletopGame/TombOfHorrors a leering green devil face]], [[TabletopGame/KeepOnTheBorderlands accepting a dinner invitation from bugbears]], [[StormingTheCastle storming the feast hall of a hill giant steading]], [[BullyingADragon angering a dragon of any variety]], or [[TooDumbToLive saying yes]] when the [[GameMaster DM]] asks, [[AreYouSureYouWantToDoThat "Are you really sure?"]]''

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->''[[TheStinger DISCLAIMER:]] [[Creator/WizardsOfTheCoast Wizards of the Coast]] is not responsible for the [[TheManyDeathsOfYou consequences]] of [[LetsSplitUpGang splitting up the party]], [[HandInTheHole sticking appendages in the mouth of]] [[[[TabletopGame/TombOfHorrors [[TabletopGame/TombOfHorrors a leering green devil face]], [[TabletopGame/KeepOnTheBorderlands accepting a dinner invitation from bugbears]], [[StormingTheCastle storming the feast hall of a hill giant steading]], [[BullyingADragon angering a dragon of any variety]], or [[TooDumbToLive saying yes]] when the [[GameMaster DM]] asks, [[AreYouSureYouWantToDoThat "Are you really sure?"]]''
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->''[[TheStinger DISCLAIMER:]] [[Creator/WizardsOfTheCoast Wizards of the Coast]] is not responsible for the [[TheManyDeathsOfYou consequences]] of [[LetsSplitUpGang splitting up the party]], [[TabletopGame/TombOfHorrors sticking appendages in the mouth of a leering green devil face]], [[TabletopGame/KeepOnTheBorderlands accepting a dinner invitation from bugbears]], storming the feast hall of a hill giant steading, [[BullyingADragon angering a dragon of any variety]], or [[TooDumbToLive saying yes]] when the [[GameMaster DM]] asks, [[AreYouSureYouWantToDoThat "Are you really sure?"]]''

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->''[[TheStinger DISCLAIMER:]] [[Creator/WizardsOfTheCoast Wizards of the Coast]] is not responsible for the [[TheManyDeathsOfYou consequences]] of [[LetsSplitUpGang splitting up the party]], [[TabletopGame/TombOfHorrors [[HandInTheHole sticking appendages in the mouth of of]] [[[[TabletopGame/TombOfHorrors a leering green devil face]], [[TabletopGame/KeepOnTheBorderlands accepting a dinner invitation from bugbears]], [[StormingTheCastle storming the feast hall of a hill giant steading, steading]], [[BullyingADragon angering a dragon of any variety]], or [[TooDumbToLive saying yes]] when the [[GameMaster DM]] asks, [[AreYouSureYouWantToDoThat "Are you really sure?"]]''
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After TSR was bought by Creator/WizardsOfTheCoast (makers of ''TabletopGame/MagicTheGathering'', and now a subsidiary of Creator/{{Hasbro}}), they published ''TabletopGame/DungeonsAndDragonsThirdEdition'' in 2000, using the UsefulNotes/D20System. A major overhaul of the entire rules set, 3rd edition cleared off the crust that had accumulated around the 2nd edition and unified a scattered assortment of rules and procedures into something more coherent. It was a huge hit and revitalized the game, leading to new players aplenty. Then came an incremental edition known as 3.5e, which was largely concerned with fixing a few very obvious {{Game Breaker}}s and {{Quirky Bard}}s in 3rd Edition.

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After TSR was bought by Creator/WizardsOfTheCoast (makers of ''TabletopGame/MagicTheGathering'', and now a subsidiary of Creator/{{Hasbro}}), they published ''TabletopGame/DungeonsAndDragonsThirdEdition'' in 2000, using the UsefulNotes/D20System.MediaNotes/D20System. A major overhaul of the entire rules set, 3rd edition cleared off the crust that had accumulated around the 2nd edition and unified a scattered assortment of rules and procedures into something more coherent. It was a huge hit and revitalized the game, leading to new players aplenty. Then came an incremental edition known as 3.5e, which was largely concerned with fixing a few very obvious {{Game Breaker}}s and {{Quirky Bard}}s in 3rd Edition.



* ''TabletopGame/DungeonsAndDragonsThirdEdition'', aka '''3E''' (2000): Shifted the player characters towards depending more heavily on the class system rather than their races, and based the whole game on the new UsefulNotes/D20System. A revamp, called '''3.5E''' (2003), attempted to rebalance the game and add a lot of small quality of life fixes.

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* ''TabletopGame/DungeonsAndDragonsThirdEdition'', aka '''3E''' (2000): Shifted the player characters towards depending more heavily on the class system rather than their races, and based the whole game on the new UsefulNotes/D20System.MediaNotes/D20System. A revamp, called '''3.5E''' (2003), attempted to rebalance the game and add a lot of small quality of life fixes.
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** ''VideoGame/DarkSun''
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* ''Hyperborea'': The setting of the ''Astonishing Swordsmen & Sorcerers of Hyperborea'' retro-clone. The setting itself is a reimagining of the mythical Hyperborea: a ''Literature/DyingEarth'' styled flat earth realm in the shape of a giant hexagon, set adrift in space with the Hyperborean Sea cascading off of it in unearthly waterfalls. The realm is lit by a dying red sun; there's a 13-month calendar of 364 days, although the sidereal year itself lasts for 13 calendar years, meaning that the seasons last for years at a time; and an extreme version of the polar circle's day-night cycle where polar night and midnight sun each last a whole year. The lands are harsh and unforgiving, environments ranging from mostly hospitable grasslands and marshlands to nigh uninhabitable deserts and tundras. Magic items are abundant, yet a rare breed all at once: while treasure hordes can contain ancient Atlantean technology and enchanted Hyperborean arms and armor, the means of making them has been lost to the point that the only things that ''can'' be made are spell scrolls and alchemical potions and poisons.

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* ''Hyperborea'': The setting of the ''Astonishing Swordsmen & Sorcerers of Hyperborea'' retro-clone. The setting itself is a reimagining of the mythical Hyperborea: a ''Literature/DyingEarth'' styled ''Literature/DyingEarth''-styled flat earth realm in the shape of a giant hexagon, set adrift in space with the Hyperborean Sea cascading off of it in unearthly waterfalls. The realm is lit by a dying red sun; there's a 13-month calendar of 364 days, although the sidereal year itself lasts for 13 calendar years, meaning that the seasons last for years at a time; and an extreme version of the polar circle's day-night cycle where polar night and midnight sun each last a whole year. The lands are harsh and unforgiving, environments ranging from mostly hospitable grasslands and marshlands to nigh uninhabitable deserts and tundras. Magic items are abundant, yet a rare breed all at once: while treasure hordes can contain ancient Atlantean technology and enchanted Hyperborean arms and armor, the means of making them has been lost to the point that the only things that ''can'' be made are spell scrolls and alchemical potions and poisons.
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** ''Literature/ThePrismPentad''
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** ''Literature/TribeOfOne''
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Spelling/grammar fix(es)


* ''TabletopGame/ThirteenthAge'' is a d20-based fantasy game written by Creator/JonathanTweet (one of the lead designers on 3rd edition) and Rob Heinsoo (lead designer for 4th edition). It's essentially an alternate take on a ''D&D'' featuring story game inspired house rules from those two designers and high production values.

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* ''TabletopGame/ThirteenthAge'' is a d20-based fantasy game written by Creator/JonathanTweet (one of the lead designers on 3rd edition) and Rob Heinsoo (lead designer for 4th edition). It's essentially an alternate take on a ''D&D'' story featuring story game inspired house rules from those two designers and high production values.
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* "TabletopGame/DrDhrolinsDictionaryOfDinosaurs"

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* "TabletopGame/DrDhrolinsDictionaryOfDinosaurs"''TabletopGame/DrDhrolinsDictionaryOfDinosaurs''
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* "TabletopGame/DrDhrolinsDictionaryOfDinosaurs"
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Null edit - Advance Notice Crime launched, but not sure where to put the example for In the Black Hours Part 1
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crosswicking

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''D&D'' has become an icon of the GeekReferencePool and objects relating to the game (die, Dungeon Master's Guide, etc.) commonly show up in {{Nerd Hoard}}s.
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** ''TabletopGame/BaldursGateDescentIntoAvernus''

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** *** ''TabletopGame/BaldursGateDescentIntoAvernus''
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** Rather than being a world where technology and magic exist side-by-side and either integrate or oppose each other, Eberron is a world where magic has advanced to be indistinguishable from technology. Eberron has many industrial and commercial services and products that are analogs to modern conveniences, but are entirely created through magic, such as elementally-powered vehicles and a magic telegraph service.

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** Rather than being a world where technology and magic exist side-by-side and either integrate or oppose each other, Eberron is a world where magic [[SufficientlyAnalyzedMagic the study of magic]] has advanced to be indistinguishable from technology. Eberron has many industrial and commercial services and products that are analogs to modern conveniences, but are entirely created through magic, such as elementally-powered vehicles and a magic telegraph service.
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Replaced inflammatory comment about Eberron's magitek with helpful nuance.


** Supposedly, the creator of the setting and others who have worked on it specifically deny that magic was supposed to replace technology in this way. You can imagine [[ImplausibleDeniability the response]] of some people to this...

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** Supposedly, the creator of the setting and others who have worked on it specifically deny that magic was supposed to replace Rather than being a world where technology in this way. You can imagine [[ImplausibleDeniability the response]] of some people and magic exist side-by-side and either integrate or oppose each other, Eberron is a world where magic has advanced to this...be indistinguishable from technology. Eberron has many industrial and commercial services and products that are analogs to modern conveniences, but are entirely created through magic, such as elementally-powered vehicles and a magic telegraph service.
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Removed gushing (thread)


'''''[[TropeCodifier The]]''''' TabletopRPG.

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** ''TabletopGame/CastlesAndCrusades'' Published by Troll Lord Games. Not strictly a retro-clone as it doesn't mimic a specific prior version, but goes for an old-school feel, as outright emulation wasn't considered legally possible at the time (it predates the other retro-clones). The general idea was to keep the updated mechanics from 3rd edition that players liked, while bringing back the more rules-light mechanics 1st edition classes (by leaving out the skill points and stacking bonuses of feats) and keeping paperwork to minimum -- skill checks and saving throws are simple d20 + Ability modifier checks, with only a bonus if it's a prime attribute. Also, Gary Gygax approved it, which in itself is a good resume for many old-time players. ''[=StarSiege=]'' is its sci-fi counterpart on the same SIEGE engine. Quickstart version is downloadable [[http://www.trolllord.com/downloads/pdfs/cnc_qs.pdf from Troll Lord Games site]].
** ''Crypts & Things'': Created by D101 Games. A variant of the ''Swords & Wizardry'' Core system that more mirrors the classic SwordAndSorcery stories of Fritz Leiber, Robert E. Howard, and Clark Ashton Smith, instead of the more traditional Tolkienesque HighFantasy flare. Humans are the only playable race and alignment is done away with. There are only four classes: Barbarian, Fighter, Thief, and Magician. Clerics don't exist, meaning that there's no ability to turn undead, but their typical spells are baked into the Magician's spell list, which is divided into White, Gray, and Black Magic. Hit Points gauge the PC's mental faculties rather than their physical health; once their HP is gone, they take Constitution damage until death. As such, healing magic and potions only heal Constitution, not HP. Wisdom doubles as a character's sanity score, so once their Wisdom hits 0, the character is rendered insane. Magic items carry a hefty penalty more often than not and are very rare. Characters get three Life Events, which dictates their background and grants them specific bonuses.

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** ''TabletopGame/CastlesAndCrusades'' ''TabletopGame/CastlesAndCrusades'': Published by Troll Lord Games. Not strictly a retro-clone as it doesn't mimic a specific prior version, but goes for an old-school feel, as outright emulation wasn't considered legally possible at the time (it predates the other retro-clones). The general idea was to keep the updated mechanics from 3rd edition that players liked, while bringing back the more rules-light mechanics 1st edition classes (by leaving out the skill points and stacking bonuses of feats) and keeping paperwork to minimum -- skill checks and saving throws are simple d20 + Ability modifier checks, with only a bonus if it's a prime attribute. Also, Gary Gygax approved it, which in itself is a good resume for many old-time players. ''[=StarSiege=]'' is its sci-fi counterpart on the same SIEGE engine. Quickstart version is downloadable [[http://www.trolllord.com/downloads/pdfs/cnc_qs.pdf from Troll Lord Games site]].
** ''Crypts & Things'': Created by D101 Games. A variant of the ''Swords & Wizardry'' Core system that more mirrors the classic SwordAndSorcery stories of Fritz Leiber, Robert E. Howard, and Clark Ashton Smith, instead of the more traditional Tolkienesque HighFantasy flare. Humans are the only playable race and alignment is done away with.isn't used. There are only four classes: Barbarian, Fighter, Thief, and Magician. Clerics don't exist, meaning that there's no ability to turn undead, but their typical spells are baked into the Magician's spell list, which is divided into White, Gray, and Black Magic. Hit Points gauge the PC's mental faculties rather than their physical health; once their HP is gone, they take Constitution damage until death. As such, healing magic and potions only heal Constitution, not HP. Wisdom doubles as a character's sanity score, so once their Wisdom hits 0, the character is rendered insane. Magic items carry a hefty penalty more often than not and are very rare. Characters get three Life Events, which dictates their background and grants them specific bonuses.



** ''Grey Matter'' and ''Grey Six'': A pair of OD&D clones by Leonaru of the [[http://taxidermicowlbear.weebly.com/ Taxidermic Owlbear blog]]. Their combined claim-to-fame is the sheer number of player race and class options available to choose from, with ''Grey Matter'' having the lion's share between them. ''Grey Six'' is more focused on lower level play, capping out at 6th level for all classes, but having talents that can be taken to help make players a bit more powerful in exchange.

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** ''Grey Matter'' and ''Grey Six'': A pair of OD&D clones by Leonaru of the [[http://taxidermicowlbear.weebly.com/ Taxidermic Owlbear blog]]. Their combined claim-to-fame is the sheer number of player race and class options available to choose from, with ''Grey Matter'' having the lion's share between them. ''Grey Six'' is more focused on lower level lower-level play, capping out at 6th level for all classes, but having talents that can be taken to help make players a bit more powerful in exchange.



*** The [[https://www.mythmeregames.com/products/swords-wizardry-white-box-rules White Box Rules]], which closely emulate the rules of the core three [=LBBs=] of OD&D, but capped all three classes to 10th level, with the Magic-User having the option to advance up to 16th level for access to 6th-level spells.

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*** The [[https://www.mythmeregames.com/products/swords-wizardry-white-box-rules White Box Rules]], which try to closely emulate the rules of the core three [=LBBs=] of OD&D, but capped all OD&D. All three classes to are capped at 10th level, with the Magic-User having the option to advance up to 16th level for access to 6th-level spells.



*** The [[https://www.mythmeregames.com/products/swords-wizardry-complete-revised-pdf Complete Rulebook]], which incorporates most of the content from Supplements 1-3 and some from both ''Strategic Review'' and early issues of ''Dragon'', resulting in something of a middle road between OD&D, Basic D&D, and AD&D 1e, making it easily compatible with material from those editions. There's nine available classes and five races, with other possible racial options being found in the various bestiary books released for the system.

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*** The [[https://www.mythmeregames.com/products/swords-wizardry-complete-revised-pdf Complete Rulebook]], which incorporates most of the content from Supplements 1-3 and some from both ''Strategic Review'' and early issues of ''Dragon'', resulting in something of a middle road between OD&D, Basic D&D, and AD&D 1e, making it easily compatible with material from those editions. There's nine available classes and five races, with other possible racial options being found in the various third-party bestiary books released for the system.



** ''[=WhiteHack=]'': A variant of the ''Swords & Wizardry'' White Box system, created by Christian Mehrstam. Classes are defined down to archetypes: [[FighterMageThief the Strong, the Deft, and the Wise]]. The "Deft" are rangers, monks, thieves, etc., and can "attune" to something so that they use them for extraordinary feats. The "Strong" are soldiers, pit fighters, paladins, etc., and can choose between 8 special combat maneuvers and can "absorb" a single power from a defeated enemy, so long as they're the one to deal the finishing blow. The "Wise" are mages, healers, alchemists, scientists, etc., and can perform "Miracles" at the expense of HP and can't be healed through magical means, but heal naturally at twice the normal rate. The Miracles that the Wise use don't have to outright be actual magic, they could be alchemical or scientific experiments. Despite the "classes", all characters can choose from joining at least two "groups" that they are a member from lists of species, vocations, and affiliations, leading to hybrid skill sets. Has 4 AC tables: two versions of Ascending AC (one at base 10 and one at base 0) and two versions of Descending AC (one at base 9 and the other at base 10). The level cap is 10, and it's recommended that the players retire their characters at that point and make new ones, although there are a couple optional rules for playing beyond 10th level.

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** ''White Box: Fantastic Medieval Adventure Game'': A cleaned-up version of the ''Swords & Wizardry'' White Box. Class levels are still capped at 10th level, with the Magic-User capping at 12 instead of 16. Adds the Thief as a class as an option and replaces the host of percentile thieving skills with a simple Thievery ability that's rolled on a d6.
** ''[=WhiteHack=]'': A variant of the ''Swords & Wizardry'' White Box system, created by Christian Mehrstam. Classes are defined down to archetypes: [[FighterMageThief the Strong, the Deft, and the Wise]]. The "Deft" are rangers, monks, thieves, etc., and can "attune" to something so that they use them for extraordinary feats. The "Strong" are soldiers, pit fighters, paladins, etc., and can choose between 8 special combat maneuvers and can "absorb" a single power from a defeated enemy, so long as they're the one to deal the finishing blow. The "Wise" are mages, healers, alchemists, scientists, etc., and can perform "Miracles" at the expense of HP and can't be healed through magical means, means but heal naturally at twice the normal rate. The Miracles that the Wise use don't doesn't have to outright be actual magic, they could be alchemical or scientific experiments. Despite the "classes", all characters can choose from joining at least two "groups" that they are a member from lists of species, vocations, and affiliations, leading to hybrid skill sets. Has 4 AC tables: two versions of Ascending AC (one at base 10 and one at base 0) and two versions of Descending AC (one at base 9 and the other at base 10). The level cap is 10, and it's recommended that the players retire their characters at that point and make new ones, although there are a couple optional rules for playing beyond 10th level.

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