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<blockquote data-quote="VengerSatanis" data-source="post: 6426399" data-attributes="member: 6750576"><p>Ok, I'll try to take on your questions as best I can...</p><p></p><p>"Not anemic". Unfortunately, I'm not exactly sure what I meant when writing that. I think it may have been something like this - the author wasn't afraid to talk about devils, demons, black magic, and very home-brewed story elements that he's into. An example almost came to me but then disappeared. I don't have the book in front of me.</p><p></p><p>"Not too out there" - yes, it mentions laser guns and Old Ones but rarely. The book isn't crammed with scifi and Lovecraftian artwork like DCC.</p><p></p><p>Better than 2e? I haven't played 2e since 1993. So, I probably can't answer that very well. Whenever I play any kind of old school D&D type game, I'm always internally editing the rules so that it plays fast and loose. FH&W didn't get in my way. That's about all I can say.</p><p></p><p>No time at all is spent looking for tables. There's one critical hit and one critical fumble (just a d4). Put a bookmark in each one and there's zero table hunting.</p><p></p><p>Magic has white, grey, and black. With only one person playing a spellcaster each session, I haven't noticed anything unusual with the spells - except for a couple new ones in the black magic section. I don't remember seeing psionics anywhere. There is a "scary monk" class. It doesn't mention "ki" that I recall but works similar to the AD&D monk.</p><p></p><p>There's about 2 or 3 classes for each specific type: Thief, Mage, Warrior, Cleric/Monk, Druid, Ranger, Barbarian, Bard, etc.</p><p></p><p>I'm afraid the conversational sparks died when this thread was moved to the OSR ghetto from the 5e board. Above discussing FH&W, my original goal was to get 5e fans to start thinking about (or just paying attention to) the OSR.</p><p></p><p>Regardless, I hope that I clarified a few things for you.</p><p></p><p>VS</p></blockquote><p></p>
[QUOTE="VengerSatanis, post: 6426399, member: 6750576"] Ok, I'll try to take on your questions as best I can... "Not anemic". Unfortunately, I'm not exactly sure what I meant when writing that. I think it may have been something like this - the author wasn't afraid to talk about devils, demons, black magic, and very home-brewed story elements that he's into. An example almost came to me but then disappeared. I don't have the book in front of me. "Not too out there" - yes, it mentions laser guns and Old Ones but rarely. The book isn't crammed with scifi and Lovecraftian artwork like DCC. Better than 2e? I haven't played 2e since 1993. So, I probably can't answer that very well. Whenever I play any kind of old school D&D type game, I'm always internally editing the rules so that it plays fast and loose. FH&W didn't get in my way. That's about all I can say. No time at all is spent looking for tables. There's one critical hit and one critical fumble (just a d4). Put a bookmark in each one and there's zero table hunting. Magic has white, grey, and black. With only one person playing a spellcaster each session, I haven't noticed anything unusual with the spells - except for a couple new ones in the black magic section. I don't remember seeing psionics anywhere. There is a "scary monk" class. It doesn't mention "ki" that I recall but works similar to the AD&D monk. There's about 2 or 3 classes for each specific type: Thief, Mage, Warrior, Cleric/Monk, Druid, Ranger, Barbarian, Bard, etc. I'm afraid the conversational sparks died when this thread was moved to the OSR ghetto from the 5e board. Above discussing FH&W, my original goal was to get 5e fans to start thinking about (or just paying attention to) the OSR. Regardless, I hope that I clarified a few things for you. VS [/QUOTE]
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