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Al-Qadim: Land of Fate (5e conversion)
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<blockquote data-quote="GM Lent" data-source="post: 6806292" data-attributes="member: 6798775"><p>As I don't follow the Forgotten Realms at all, the whole Sundering-not-Sundering-un-Sundering-SpellVD-whatever thing wouldn't actually even have occurred to me (I don't actually know what any of those things are) except that an "update" of Al-Qadim in this very thread tried to incorporate it.</p><p></p><p>Another (major) issue I see is that in 5e, every character type is represented by a subclass of one of a few central concepts, and those central concepts don't always work for Al-Qadim. Chief among the issues is that most of the wizard kits form the setting don't actually cast spells; they use spell slots to power other abilities.</p><p></p><p>On the simpler side of this is the Sha'ir, and you can see the difficulties people have had converting that class. The problem, of course, is that every full caster in 5e starts with spells at 1st level and separates out into specialties and archetypes a level or more later. The sha'ir needs to be different from 1st level, because the way it uses spell slots is fundamentally different from the way every other spellcasting class uses spell slots. Making the class a warlock instead of a wizard or sorcerer makes a huge amount of conceptual sense, but we are still stuck with 1. a different spellcasting method than the 'norm' for D&D and 2. the fact that a sha'ir needs its gen from 1st level as well, which complicates choosing the Pact of the Chain - never mind the fact that the gen operates differently from other familiars in the game anyway.</p><p></p><p>Other wizard kits can also be better represented by other classes; using the monk to form a Mystic of Nog, or example, makes at least a little bit of sense. But what about the mechanician? The kit used spell slots to power toys, and again did it from first level. Shoehorning that kit into the 5e paradigm is challenging at best. I've been working on it for a while, and like the sha'ir I don't think it's possible without fundamentally altering the way 5e approaches classes. </p><p></p><p>Honestly, these almost work best as NPCs in 5e, because NPCs don't follow the same rules as PCs, but what if a player wants to be one?</p><p></p><p>I almost think that 5e needs an additional subsystem (kits, basically) to represent these options. Something that slides on over the main class and alters the way it functions the same way kits did. I don't think it changes much in a class's power level to have spell slots go toward something other than spells, but doing so is completely outside of the 5e design setup.</p></blockquote><p></p>
[QUOTE="GM Lent, post: 6806292, member: 6798775"] As I don't follow the Forgotten Realms at all, the whole Sundering-not-Sundering-un-Sundering-SpellVD-whatever thing wouldn't actually even have occurred to me (I don't actually know what any of those things are) except that an "update" of Al-Qadim in this very thread tried to incorporate it. Another (major) issue I see is that in 5e, every character type is represented by a subclass of one of a few central concepts, and those central concepts don't always work for Al-Qadim. Chief among the issues is that most of the wizard kits form the setting don't actually cast spells; they use spell slots to power other abilities. On the simpler side of this is the Sha'ir, and you can see the difficulties people have had converting that class. The problem, of course, is that every full caster in 5e starts with spells at 1st level and separates out into specialties and archetypes a level or more later. The sha'ir needs to be different from 1st level, because the way it uses spell slots is fundamentally different from the way every other spellcasting class uses spell slots. Making the class a warlock instead of a wizard or sorcerer makes a huge amount of conceptual sense, but we are still stuck with 1. a different spellcasting method than the 'norm' for D&D and 2. the fact that a sha'ir needs its gen from 1st level as well, which complicates choosing the Pact of the Chain - never mind the fact that the gen operates differently from other familiars in the game anyway. Other wizard kits can also be better represented by other classes; using the monk to form a Mystic of Nog, or example, makes at least a little bit of sense. But what about the mechanician? The kit used spell slots to power toys, and again did it from first level. Shoehorning that kit into the 5e paradigm is challenging at best. I've been working on it for a while, and like the sha'ir I don't think it's possible without fundamentally altering the way 5e approaches classes. Honestly, these almost work best as NPCs in 5e, because NPCs don't follow the same rules as PCs, but what if a player wants to be one? I almost think that 5e needs an additional subsystem (kits, basically) to represent these options. Something that slides on over the main class and alters the way it functions the same way kits did. I don't think it changes much in a class's power level to have spell slots go toward something other than spells, but doing so is completely outside of the 5e design setup. [/QUOTE]
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