Jessica
First Post
To be honest, I would probably start with "create characters per the 5e rules", providing a stable foundation; not worrying too much how this lets in Tiefling Rogues or Dragonborn Paladins into Cerilia. Basically, the play groups that enjoy a "pure" experience will only choose the races and classes they associate with the campaign world anyway.
I can see where you are coming from here, but I don't think all classes/races(or combinations thereof) necessarily fit all campaign worlds(and this is from someone who LOVES Tieflings). I want to try and work backwards from "purity" and add what classes/races seem logical in the fluff. I could see some Sorcerer subclasses (primarily Favored Soul) working for instance since all blooded characters are descended from one of the old deities who died at Mount Deismaar. I don't see dragon type Sorcerers working because there are all like 12 dragons in the campaign world and from what I understand they don't go around boinking humanoids.
Then I'd ask myself: what sets Birthright apart from "vanilla D&D" as expressed by 5th edition?
Immediately, I'd respond:
- bloodlines, but to be brutally honest: isn't a player character with class and levels already a unique snowflake compared to the general rabble? I mean, bloodlines as a means to be even more OMGWTFBBQ superior than the rest of the population isn't actually adding anything.
So I would ask myself: can't you simply say that any classed and levelled character radiates Regency?
I think taking out bloodlines would subtract a lot of the mechanical basis for things in the world. I mean without mechanical benefits from bloodlines you'd really have no basis for bloodtheft which is what caused some of the answhegh iirc.
- Monster rulers
I'd say 5th edition is a pretty good fit for Birthright's world. Monsters as unique figures of legend are just that: legendary but not super-godly like high-level figures tended to become in previous editions. You aren't a godly super-being all by yourself, you need armies. Bounded accuracy to the rescue! The game already have legendary actions. The next step is domain actions.
Completely 100% agreed. Bounded accuracy is what made me want to try this with 5th edition over say 13th Age for instance.
- domain rules
Here I would want an updated ruleset that actually makes sense. I always had that nagging feeling the original AD&D domain rules was good for dicking around in the world, but not good for actual use. A curiosity. A toy. I would put domains version 2 highest on my list, apart from a campaign guide to reintroduce today's gamers to the world, of course.
I need more experience with actually playing the Domain rules to do that. From going back and re-reading them for the first time in like 14 years, they seem like they'd work but clarity is the problem with a lot of the rules imo.