Differences on Class Design (was Class Adjustments)
Since the Maalum setting has several idiosyncracies, most classes will need adjustment to fit in the setting. These adjustments will range from somewhat involved to severe. Some guidelines on such adjustments are given here. If needed, consult with your GM for further details on the applicability of class features in the setting.
**Focus** Both base classes and prestige classes in the setting are more focused on their role than the Core base classes. The adventurers of the setting are specialists, instead of generalists.
**Alignment Removal** If the class has a lot of alignment-related class features, it might not be a good fit for the setting. See [[Alignment Adjustments]] for further details.
((Redacted 2 guidelines.**No Negative/Positive Planes** Channel Energy is not a standard feature of cleric-like classes. The ability to channel energy freely in this manner is rare, and called an 'Energy Conduit', if a class has this option, it invokes different energies and does not offer blanket-healing or damaging effects.
**Divine Magic is different** Cleric-like classes never need a Divine Focus, and any spell with the Divine Focus components no longer requires this component.
==== Level Breakpoints ====
When converting a base class, we want to convert it up to a breakpoint of about 7 to 10 levels. This has two purposes:
* Reduces the scope of the conversion, and with it the effort needed to convert the class.
* Leaves open the option of reworking the class slightly without being committed to a full 20-levels base class.
Additionally, there is the option of declaring a base class "finished" at level 10. Nothing in the rules prohibits 10-level base classes, and it is possible to continue character progression with prestige classes or specialization classes.
==== GM note ''classes/adjustments''.))Note ====
Some classes from source books "fit" better with the Maalum setting than others. It doesn't help that some caster classes are just a lot of cultural baggage slapped on top of a vanilla caster mechanic; though some other classes are also very culture-heavy and light on new mechanics. This makes it somewhat tricky for anyone without full information on the setting, to determine which would classes fit well and which wouldn't.
Unless the class fits exceptionally well, there is a high probability that significant parts of the original class will be omitted entirely or at least adjusted extensively.