Hi Rich! Thanks a lot for doing this AMA, as personally I think is been perfect timed.
I'm currently running Princes of the Apocalypse and my group is halfway through the adventure. I've been an Elemental Evil fan since forever and PoTA is awesome! Just spreading love here!
Now with my question...
I'm planning on running a Primeval Thule 5e campaign right after I finish PoTA because I recently got the book and are already in love with the setting. One thing that has been on my mind since reading the PTCS is how could I deal with a more fitting spellcasting for a Thule campaign. I don't want to restrict my players to only non-spellcasting classes for a more Sword & Sorcery feel because I feel they would be sorely missed, but IMHO I think some core high-magic type spells would not fit Thule.
This is a huge dilemma for me and I wanted to ask what can you suggest for making full spellcasting classes less high-magic (as presented on the core rules) and more S&S (or low-magic) friendly without unbalancing them and making them weaker vs. non-spellcasting classes.
I've searched online, and found some most "fixes" are like "restricting the only use of non-spellcasting classes and using the Magic Initiate feat to grant spells to them". But I don't think reducing the class list is the solution, there are a lot of new options for spellcasters in the Primeval Thule books, and I don't want to waste that. The solution I've been thinking is that spell levels exist only up to level 4 or 5, and to compensate, spellcasters would receive more spell slots or known spells. But I don't know how would this impact gameplay.
What would Rich Baker do?
Another quick PT question: How can I get a PT Dungeon Master Screen? I just missed the spring sale
Thanks a lot for reading this extensive entry, and pardon my broken English.
Cheers from Ecuador!
-Luis.
PD. I'm very excited to know the Thule book series will be expanding soon! Can't wait.