Flintlocks & Fireballs
Classes which remain the same.
- The Warlord, Rogue, Ranger and Fighter classes remain as they are; no reskin is necessary.
Because I like encouraging players to come up with new and cool ideas, there’s no hard restriction on which classes or races from additional PHBs are or aren’t available. However, to play them you’ll have to do the job of reskinning them to fit the setting yourself.
The Only Power Source Is You.
An overarching theme of the setting is that all success comes from within. You get to be a powerful wizard just like how you get to be a mighty warrior: you practice bloody, bloody hard. No class works entirely by channeling something else’s power (like Warlocks in standard 4e), or by being born with inherent power (like Sorcerors).
There’s Only One Magic.
In Flintlocks & Fireballs, the only way that humans can work magic is through the use of Etherite crystals. (Some Fiends can manage it single-handed, which is just one of many reasons why the Empire exterminates them all on sight.) If your class is going to do something explicitly supernatural, it should involve the use of Etherite crystals somehow.