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<blockquote data-quote="rjs" data-source="post: 2418636" data-attributes="member: 16164"><p>There are no class defense bonuses, no action points, no fate points, no hit point reserve, no tokens, no little 1" x 2" cards that say "get out of death free" in the Thieves' World Player's Manual. </p><p></p><p>Certainly once you start "unplugging" things from the game you have to incorporate suitable replacements to return to the same baseline. But TW emphasizes a certain play style; dungeon-delving is not appropriate to TW games. Of all the mechanical changes, I'd say the magic system is the big balancing factor. While spells convert rather than cure, spellcasters aren't limited by slots per day, preparation, and so on. Magic items like wands, staffs, and scrolls become spell enablers, foci augment/increase spellcasting or ritualcasting checks and so on. </p><p></p><p>The TW PM establishes a baseline for TW games and in my estimation it's the best way to play, but it is by no means the only way to play. In Shadowspawn's Guide to Sanctuary, which is a big GM's guide to running games in Sanctuary, I added several optional tools to change to the tone and threat levels of the TW games, including tips for bringing the magic system closer to the D&D default, casting templates based on techniques, allegiances, playing older and younger characters, action points, class dodge bonus, ideas for running TW Games including multiple GMs and incorporating character trees. </p><p></p><p>So, even though the play style may not be to everyone's liking (hack-and-slashers beware), I think we made an entertaining game and I hope you give it a look.</p></blockquote><p></p>
[QUOTE="rjs, post: 2418636, member: 16164"] There are no class defense bonuses, no action points, no fate points, no hit point reserve, no tokens, no little 1" x 2" cards that say "get out of death free" in the Thieves' World Player's Manual. Certainly once you start "unplugging" things from the game you have to incorporate suitable replacements to return to the same baseline. But TW emphasizes a certain play style; dungeon-delving is not appropriate to TW games. Of all the mechanical changes, I'd say the magic system is the big balancing factor. While spells convert rather than cure, spellcasters aren't limited by slots per day, preparation, and so on. Magic items like wands, staffs, and scrolls become spell enablers, foci augment/increase spellcasting or ritualcasting checks and so on. The TW PM establishes a baseline for TW games and in my estimation it's the best way to play, but it is by no means the only way to play. In Shadowspawn's Guide to Sanctuary, which is a big GM's guide to running games in Sanctuary, I added several optional tools to change to the tone and threat levels of the TW games, including tips for bringing the magic system closer to the D&D default, casting templates based on techniques, allegiances, playing older and younger characters, action points, class dodge bonus, ideas for running TW Games including multiple GMs and incorporating character trees. So, even though the play style may not be to everyone's liking (hack-and-slashers beware), I think we made an entertaining game and I hope you give it a look. [/QUOTE]
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