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What third-party books do the most interesting stuff with the 5e engine?

Ath-kethin

Elder Thing
Is 5e Dragon Kings available for non-backers yet?

I was thinking about that after I made the post you quoted. No, it isn't. And the Talislanta book isn't either as far as I know.

If you had to pick one when they are available, my vote would be Talislanta unless you have the Dragon Kings world book already. I just feel it's more bang for your buck.
 
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SkidAce

Legend
Supporter
I was thinking about that after I made the post you quoted. No, it isn't. And the Talislanta book isn't either as far as I know.

If you had to pick one when they are available, my vote would be Talislanta unless you have the Dragon Kings wold book already. I just feel it's more bang for your buck.

Yah, I backed Talislanta and already have that.

Thanks for the info.
 

Ath-kethin

Elder Thing
It's been out for a while now, but the Primeval Thule books have some good stuff too. Core rulebook has new subclasses, cleric domains, alternate backgrounds, monsters, spells, an interesting take on the evolution of magic in a setting, new weapons/armor, spells, magic items, and more. Player's Guide has new subclasses, feats, spells, and more. GM Guide has systems for Fame, Power, and Sanity, Followers, Organizations, monsters, and more.

The wording in them is a little funky since they predate the 5e OGL, but all are solid design.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I usually Dm, but one of my player will soon start a campaign in Critical Role's Taldorei. I'm really not into the whole Mercer's cult, but must admit that as a generic setting, the campaign setting as a good flavor and some really interesting quest hooks. Its way less crowded than other kitchen-sink settings like FR while being a little more alive than the Nentir Vale.
- I love the absent divine figures, presented as Icons in the book because of IP rights, but I think its a good idea to keep gods as vague powers where many cults can worship the same god with totally different agenda.
- The setting is ravaged but is not currently living through 10000 different conflicts; there's general sentiment of hope and the forces of good are not necessarily few or corrupted like in many settings.
- Few cities, but they are well fleshed out. The wilderness between said cities are as detailed as the inhabited land.
- The technology level can be closer to Pillars of Eternity rather than pure medieval.

Anyway, as someone who did not care much for the adventures of Vox Machina, I find the book really interesting.
 

Morrus

Well, that was fun
Staff member
Morrus, what do you mean by this? Is there something about the AiME setting the makes lack of magic a drag? I ask because one of my groups plays a low magic 5e campaign and we have no issues. FYI, by low magic I mean: magic items as very rare and only ritual casting is allowed. In fact, my players have really enjoyed the back to basics approach.

I can only speak to what my players have told me. I have a blast running it, like I do any game.

If pressed, I'd say AiME isn't "low magic", it's "no magic" -- because the setting defines the fact that there are only five wizards in the world. I suspect that TOR models the world better than 5E with the magic stripped out does.
 

BookBarbarian

Expert Long Rester
I can only speak to what my players have told me. I have a blast running it, like I do any game.

If pressed, I'd say AiME isn't "low magic", it's "no magic" -- because the setting defines the fact that there are only five wizards in the world. I suspect that TOR models the world better than 5E with the magic stripped out does.

I find that there is Magic in AiME, but not "Spells" in the D&D sense. Magic abilities come through Feats (Virtues in the game) and are more linked to Culture (Race) than Class. For example, Dwarves can know spells of opening and shutting, Wood-Elves can light and extinguish lights, and induce magical sleep. Dunedain can feel the presence of wraiths, wights, shades and the like even if they are invisible to other members of the party.

But it is far more limited that D&D that's for sure, stuff that would be cantrips in 5e mostly.

So if players consider "Magic" to be Fireballs and Magic Missiles then, oh yeah, this is going to feel like "No magic" for sure.

I'm not sure how TOR would be any better in that regard except to say you don't have the same expectation of what "Magic" is using a different ruleset for the same adventures.
 
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Morrus

Well, that was fun
Staff member
I find that there is Magic in AiME, but not "Spells" in the D&D sense. Magic abilities come through Feats (Virtues in the game) and are more linked to Culture (Race) than Class. For example, Dwarves can know spells of opening and shutting, Wood-Elves can light and extinguish lights, and induce magical sleep. Dunedain can feel the presence of wraiths, wights, shades and the like even if they are invisible to other members of the party.

But it is far more limited that D&D that's for sure, stuff that would be cantrips in 5e mostly.

So if players consider "Magic" to be Fireballs and Magic Missiles then, oh yeah, this is going to feel like "No magic" for sure.

I'm not sure how TOR would be any better in that regard except to say you don't have the same expectation of what "Magic" using a different ruleset for the same adventures.

Absolutely. I've always been a strong advocate of the fact that the rules affecting the way people roleplay.

There are people out there who like to claim that your level of roleplaying has nothing to do with the ruleset you're using, and that roleplaying issues have nothing to do with system being used.

I don't feel they are very observant people. :)
 


BookBarbarian

Expert Long Rester
Absolutely. I've always been a strong advocate of the fact that the rules affecting the way people roleplay.

There are people out there who like to claim that your level of roleplaying has nothing to do with the ruleset you're using, and that roleplaying issues have nothing to do with system being used.

I don't feel they are very observant people. :)

It makes sense.

I think using 5e's combat rules like d20s and big-bags-of-hitpoints-monsters certainly encourages a more combat heavy game than TOR, and a 5e player used to having the breadth of 5e combat options available to them could find what AiME has available (no spells) very limiting.
 

Blue

Ravenous Bugblatter Beast of Traal
Absolutely. I've always been a strong advocate of the fact that the rules affecting the way people roleplay.

There are people out there who like to claim that your level of roleplaying has nothing to do with the ruleset you're using, and that roleplaying issues have nothing to do with system being used.

I don't feel they are very observant people. :)

I'm absolutely with you.

To paraphrase someone wiser than I: A good setting allows you to play all of the archetypes of the genre. A great system encourages it.

There are mechanics that give specific feels to play. You can play anything and any type of game, but the more natural the fit the easier and frankly better it will go.
 

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