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Free 60+ page Guide to Sword & Sorcery for 5E D&D
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<blockquote data-quote="xoth.publishing" data-source="post: 7818412" data-attributes="member: 6986003"><p>Thanks!</p><p></p><p></p><p></p><p>Sure, the book was originally written for 3E/Pathfinder so there may still be some Pathfinder leftovers that need to be excised. That said, none of your comments below seem to indicate any actual violations of 5E rules as such, they seem more to be suggestions as to how you would handle things differently?</p><p></p><p></p><p></p><p>This has been discussed before in this thread, and the text has been revised to make it clear that this is indeed an optional rule and not assumed by default.</p><p></p><p></p><p></p><p>The Player's Guide states that the 5E healing should remain unchanged, because they already work well for S&S gaming with hit dice being used to heal during short rests. You as the GM can certainly boost that even more by maxing out the hit dice healing. A house rule I'm using myself is that a long rest will recover all spent hit dice (not just half as per the core rules), this is done both to reduce bookkeeping and to accelerate healing.</p><p></p><p></p><p></p><p>The description of the Nomadic culture underscores how animals are important to the nomads, so these are assumed to be pastoral nomads who own livestock and are nomadic because they move around with their animals. For the purposes of the game, most are assumed to be mounted (on horses, camels, donkeys, zebras, giant lizards, whatever).</p><p></p><p>Hunter-gatherers (on foot) can also be nomadic, of course, but these would more likely use the Savage archetype rather than the Nomadic archetype.</p><p></p><p>Of course, nothing prevents a house rule from giving a different disadvantage to the Nomadic archetype.</p><p></p><p></p><p></p><p>Perhaps, but the Purple Dragon Knight is a fighter subtype from a Forgotten Realms supplement. It wouldn't be very helpful or appropriate for the Player's Guide to the World of Xoth to just say "use the Purple Dragon Knight and add a feat..."</p><p></p><p></p><p></p><p>That is a leftover from the bard, it will be removed from the text. Thanks for pointing that out.</p><p></p><p></p><p></p><p>I like the idea of "basic" steel weapons being equivalent to magic items without any bonuses. That means that special steel weapons (ie steel blades from Elder Kuth and other lost empires) could give the +1 bonus. Text will be revised.</p></blockquote><p></p>
[QUOTE="xoth.publishing, post: 7818412, member: 6986003"] Thanks! Sure, the book was originally written for 3E/Pathfinder so there may still be some Pathfinder leftovers that need to be excised. That said, none of your comments below seem to indicate any actual violations of 5E rules as such, they seem more to be suggestions as to how you would handle things differently? [I][/I] This has been discussed before in this thread, and the text has been revised to make it clear that this is indeed an optional rule and not assumed by default. [I][/I] The Player's Guide states that the 5E healing should remain unchanged, because they already work well for S&S gaming with hit dice being used to heal during short rests. You as the GM can certainly boost that even more by maxing out the hit dice healing. A house rule I'm using myself is that a long rest will recover all spent hit dice (not just half as per the core rules), this is done both to reduce bookkeeping and to accelerate healing. The description of the Nomadic culture underscores how animals are important to the nomads, so these are assumed to be pastoral nomads who own livestock and are nomadic because they move around with their animals. For the purposes of the game, most are assumed to be mounted (on horses, camels, donkeys, zebras, giant lizards, whatever). Hunter-gatherers (on foot) can also be nomadic, of course, but these would more likely use the Savage archetype rather than the Nomadic archetype. Of course, nothing prevents a house rule from giving a different disadvantage to the Nomadic archetype. [I][/I] Perhaps, but the Purple Dragon Knight is a fighter subtype from a Forgotten Realms supplement. It wouldn't be very helpful or appropriate for the Player's Guide to the World of Xoth to just say "use the Purple Dragon Knight and add a feat..." That is a leftover from the bard, it will be removed from the text. Thanks for pointing that out. I like the idea of "basic" steel weapons being equivalent to magic items without any bonuses. That means that special steel weapons (ie steel blades from Elder Kuth and other lost empires) could give the +1 bonus. Text will be revised. [/QUOTE]
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