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Swords against tentacles!
* natural healing: do you allow/encourage feats? Two feats are especially good in a game without easy access to Clerics or Healing Potions: Inspired Leader and Healer.
Personally, I allow feats, except the three feats known to cause a lot of problems: Great Weapon Master, Lucky, and Sharpshooter.
The tips about Inspired Leader and Healer are good.
The general philosophy when it comes to healing (as you'll see when you get to the Classes and Sorcery chapters) is that life force (healing) can't just be taken out of thin air, it has to come from somewhere, either by sacrificing your own or someone else's hit points (as the Cultist class can do), or by drawing life out of plants (as Druids can do, either as "preservers" or "defilers").
In this context, personally I allow healing potions as long as they follow this philosophy; essentially healing potions are bottled blood from sacrifice! They are still somewhat rare, and the PCs might feel a bit different about quaffing them down when they learn what it really is...

* Treasure should be spent: IMHO you should definitely mention gold for xp at the very least, if not actively offering a rule for it. That rule was MADE for Sword & Sorcery![]()
I already did mention it, see the third paragraph under "The Tale Is Its Own Reward".
* One final piece of feedback. Note: this subject is highly controversial and I fully understand if you choose to simply ignore it in any reply.
Yeah, I'm not going to comment on this, except to say if a GM and the players want to explore such rules options, then by all means go ahead. As long as it's fun for everybody.
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