Hello Again, Here is where I think we are so far mixed with some of the ideas I've been developing for the last few months: Races Easterner and Dragaeran (17 Sub-Races) Each Race/Sub-Race will have: 1. Attribute modifiers 2. a list of in-class skills 3. a list of Feats which are available or unique to the Race 4. for Dragaerans: a list of available spells up to 4th level (but see Magic below) When speaking of the Houses, it is important to remember that there is a difference between being *in* a House and being *of* a House. Dragaerans are connected to their birth house by genetics and 100 years or so of childhood. An Easterner could buy a title in the Jhereg (a Feat?) but would keep the Easterner Race "template"; he would not adopt the Jhereg Race "template" because he is *in* the Jhereg House, not *of* it. Classes Expert, Fighter, Rogue, Sorcerer, Witch This is less than half the standard classes in D&D, but I think the House differences make up for it. Expert is a class that lets the character focus on his Race specific abilities. It would provide substantial Skill Points and frequent Feats, but the in-class skills and available Feats are only those of your Race. Depending on your Race, Expert class level may increase spell caster level. Prestige Classes Prestige Classes I've thought of so far: General (Dragon), Hero (Dzur), Archivist/Loremaster (Lyorn), Warrior (Lyorn), Assassin (Jhereg), Wizard (Athyra), Diplomat (Issola), Troubador/Minstrel/Bard (Issola or maybe Tiassa) Note that the House identifications above do not mean that the Class is necessarily restricted to that House; for example Morrolan is both a General and a Wizard. The linkage is to indicate a house that would tend toward the class and spark the creative juices in thinking of a Prestige Class to match up with each of the Houses so we can end up with 17. Note: I don't think the Teckla will have a Prestige Class, therefore I allowed the Lyorn two. Magic After reading the "Chaos Magic" supplement by Mongoose Publishing I have been leaning toward a flexible magic system in place of spell lists. Spell Casters must make a Skill Roll based on the difficulty of the magic effect desired. Use of magic results in subdual damage (consistent with Vlad's exhaustion after Witchcraft rituals and his comment about mental fatigue when using an umbrella spell in Dragon) but a failed roll can result in real damage as the energies you've tapped into backfire. Can detail this more later, I wanted to get the idea out to start with. The table is open. Debate, discuss. I don't want to "settle" for anything in developing this game so if there's anything I've suggested that doesn't sound exciting to you, bring it up. --Mark "You have the right to freedom of speech, just as long as you're not dumb enough to actually try it." --The Clash