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Am I using the right system?
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<blockquote data-quote="Himbo_Jones" data-source="post: 9546476" data-attributes="member: 7049217"><p>That's great to hear! I'm going to do some diving in to the system this evening to get an idea for it. My main question is: do you feel that homebrew classes (like, for example, MCDM's Illrigger or Kibbles' Warden) ported into A5E need to be given a little more <em>oomph</em> to remain in line with the classes already included in the base A5E, or do they fit in pretty naturally?</p><p></p><p></p><p>Admittedly, the resource attrition model is one of the draws of 5e for me and part of why I don't go with SWADE as often. It's also why I have swapped out my resting rules for a blend of the Gritty Realism alternative (p. 267 in the '14 DMG) and the popular "Safe Haven" ruleset to make forays out into the wilds or to a dungeon into a tactical game as well. Under this I find my players stocking up more before the adventure; buying potions, medical supplies, extra rations, etc., while also needing to figure out how to transport a lot of it (as well as the gold and stuff they get there) so they'll usually purchase (or have) a mule or two on hand. </p><p></p><p>Boy, 1e has affected me greatly in how I run my games.</p><p></p><p>In any case, I will still give Savage Pathfinder a look because it may still scratch an itch for me without the necessity for resource attrition.</p></blockquote><p></p>
[QUOTE="Himbo_Jones, post: 9546476, member: 7049217"] That's great to hear! I'm going to do some diving in to the system this evening to get an idea for it. My main question is: do you feel that homebrew classes (like, for example, MCDM's Illrigger or Kibbles' Warden) ported into A5E need to be given a little more [I]oomph[/I] to remain in line with the classes already included in the base A5E, or do they fit in pretty naturally? Admittedly, the resource attrition model is one of the draws of 5e for me and part of why I don't go with SWADE as often. It's also why I have swapped out my resting rules for a blend of the Gritty Realism alternative (p. 267 in the '14 DMG) and the popular "Safe Haven" ruleset to make forays out into the wilds or to a dungeon into a tactical game as well. Under this I find my players stocking up more before the adventure; buying potions, medical supplies, extra rations, etc., while also needing to figure out how to transport a lot of it (as well as the gold and stuff they get there) so they'll usually purchase (or have) a mule or two on hand. Boy, 1e has affected me greatly in how I run my games. In any case, I will still give Savage Pathfinder a look because it may still scratch an itch for me without the necessity for resource attrition. [/QUOTE]
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