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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: 7819555" data-attributes="member: 6986003"><p>Exactly. As the title of this thread indicates, this book is about using the D&D fifth edition rules to play games inspired by swords and sorcery fiction.</p><p></p><p>If you don't think 5E is a good choice for S&S, then by all means use a different gaming system (by the way, the World of Xoth has been converted to a number of totally different gaming systems, including Legend (RuneQuest), Blade of the Iron Throne (Riddle of Steel), Barbarians of Lemuria, and Unbelievably Simple Roleplaying (USR) - see bottom of page at <a href="http://xoth.net/publishing/" target="_blank">xoth.net publishing - sword and sorcery roleplaying adventures</a> ). And of course there are the 3E and Pathfinder iterations of the Player's Guide as well, and now the 5E version.</p><p></p><p>Again, the basis for this book is to use 5E, and really to change as little as possible so that players will still recognize it as D&D 5E. Because the starting point is that you and your players <strong>want to play 5E</strong>, but with a sword and sorcery flavor (as described in the 5E DMG on page 38, "Flavors of Fantasy").</p><p></p><p>With regard to magic, the Sorcery of Xoth chapter mentions this specifically in the introductory text:</p><p></p><p></p><p></p><p>And the Classes of Xoth chapter has this to say about the Warlock class:</p><p></p><p></p><p></p><p>Even though no actual rules are changed here, the GM can use the pact and the demands from the warlock's master to get across the message that "maybe I should have chosen a clean steel blade instead of this powerful, but soul-destroying arcana" to the warlock's player. If the warlock's acts don't cause friction with the other players during the course of play, the group has missed out on some great S&S roleplaying themes.</p></blockquote><p></p>
[QUOTE="xoth.publishing, post: 7819555, member: 6986003"] Exactly. As the title of this thread indicates, this book is about using the D&D fifth edition rules to play games inspired by swords and sorcery fiction. If you don't think 5E is a good choice for S&S, then by all means use a different gaming system (by the way, the World of Xoth has been converted to a number of totally different gaming systems, including Legend (RuneQuest), Blade of the Iron Throne (Riddle of Steel), Barbarians of Lemuria, and Unbelievably Simple Roleplaying (USR) - see bottom of page at [URL="http://xoth.net/publishing/"]xoth.net publishing - sword and sorcery roleplaying adventures[/URL] ). And of course there are the 3E and Pathfinder iterations of the Player's Guide as well, and now the 5E version. Again, the basis for this book is to use 5E, and really to change as little as possible so that players will still recognize it as D&D 5E. Because the starting point is that you and your players [b]want to play 5E[/b], but with a sword and sorcery flavor (as described in the 5E DMG on page 38, "Flavors of Fantasy"). With regard to magic, the Sorcery of Xoth chapter mentions this specifically in the introductory text: And the Classes of Xoth chapter has this to say about the Warlock class: Even though no actual rules are changed here, the GM can use the pact and the demands from the warlock's master to get across the message that "maybe I should have chosen a clean steel blade instead of this powerful, but soul-destroying arcana" to the warlock's player. If the warlock's acts don't cause friction with the other players during the course of play, the group has missed out on some great S&S roleplaying themes. [/QUOTE]
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