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»  No Class, No Limits

Another feature (or lack thereof) of Kindling Moon is lack of class; there are no manditorily enforced skill groupings. The reasoning behind this (other than player frustration) is as follows.

In an older version of Dungeons & Dragons (back when the word “Advanced” preceded it), there was once a description of two ways a game master could look at the game. One was that player characters were somehow exceptional, that just being what they were (stats over 10, etc.) dictated who they were; all other non-adventurer non-hero types were simply not able to train up or match skills against enemies. Essentially, you were either born a vigilante or you weren’t, and everyone else was a victim you had to avenge or save from certain doom.

The second made more sense. Everyone had the potential to excell and train; all you needed was the dispostion (or the right backstory) to adventure. The world view was that everyone was different but each had something to make them special. For Kindling Moon, we decided this was a better way to go; the only real limitation is a characteristic that allows the use of magic, which is a rare and wonderous thing (kinda like having a witch secretly advising wayward Puritans, but that’s another story).

Otherwise, the only thing that limits a character’s growth and knowledge is time. Want to learn how to steal? Fine, but learn not to get caught, too. Tasks are organized into archetype groups that in no way limit what you can group you can learn from or how skilled you can become. Just remember, when you strike down your arch nemesis and spare his innocent daughter, it may be best to expect her to come knocking once she grows up and still feels raw about it (didn’t Kill Bill just rock?)

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