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Grim Hollow Campaign Guide - 3rd Party Review
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<blockquote data-quote="Libertad" data-source="post: 9136777" data-attributes="member: 6750502"><p>This also ties in to why I feel that low/no-magic campaigns which attempt to put the PCs "in the muck"* work less well for 5e than 3e. At least with 3rd Edition you had a lot of caster classes, but plenty of alternate classes and archetypes from all manner of sources that you can still have some choice if you got rid of full or even partial casters. And that's just in the "core." In 5e you don't really have that unless you end up heavily relying on homebrew and third party systems; having everyone restricted to Barbarian/Fighter/Rogue can get old real fast.</p><p></p><p>*Dragonlance is still a low magic setting in 5th Edition, but it has the expectation that the PCs will have relatively unrestricted access to the full suite of PCs classes because they're the heroes of the story.</p><p></p><p></p><p></p><p>For comparison, I've been reading some Dungeon Crawl Classics licensed settings: Empire of the East, Lankhmar, and Dying Earth. Such worlds have enough differences than the standard implied setting of the base RPG that they end up changing and removing quite a bit, usually the Cleric class and nonhuman races given those aren't common in sword and sorcery as they are in high fantasy. But the more highly-rated books such as Lankhmar give enough replacements that it doesn't feel like you're having neat toys taken from you. Lankhmar doesn't have new classes or classes, but it does have rules for Benisons and Dooms where your PC can gain unique traits congruent with their background, and Fleeting Luck gives enhanced uses of the Luck ability score (including better healing to make up for the lack of clerics). And Dying Earth does have new classes and a reworking of the magic system. Empire of the East, on the other hand, doesn't have any real replacements so it ends up feeling like "base DCC" but less.</p><p></p><p>The Koryo Hall of Adventures was a similar setting where the gods died, but did things better where instead of Clerics you had a new class that's basically a "spirit negotiator" where you get spells from spirits of the land instead. Of course, that setting had its own problems, like being unable to explain how the other casting classes fit into its cosmology and magical framework, but it did feel different enough to not be an afterthought of "just use clerics who pray to angels/devils."</p><p></p><p></p><p></p><p>The pitfalls in your hypothetical scenario sound less about the tropes themselves and more the prejudices of the DM. And I can speak only for myself and not Sparky, my post was more about how many settings just borrow one or a few well-known trope from a certain civilization and end up not using the rest.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9136777, member: 6750502"] This also ties in to why I feel that low/no-magic campaigns which attempt to put the PCs "in the muck"* work less well for 5e than 3e. At least with 3rd Edition you had a lot of caster classes, but plenty of alternate classes and archetypes from all manner of sources that you can still have some choice if you got rid of full or even partial casters. And that's just in the "core." In 5e you don't really have that unless you end up heavily relying on homebrew and third party systems; having everyone restricted to Barbarian/Fighter/Rogue can get old real fast. *Dragonlance is still a low magic setting in 5th Edition, but it has the expectation that the PCs will have relatively unrestricted access to the full suite of PCs classes because they're the heroes of the story. For comparison, I've been reading some Dungeon Crawl Classics licensed settings: Empire of the East, Lankhmar, and Dying Earth. Such worlds have enough differences than the standard implied setting of the base RPG that they end up changing and removing quite a bit, usually the Cleric class and nonhuman races given those aren't common in sword and sorcery as they are in high fantasy. But the more highly-rated books such as Lankhmar give enough replacements that it doesn't feel like you're having neat toys taken from you. Lankhmar doesn't have new classes or classes, but it does have rules for Benisons and Dooms where your PC can gain unique traits congruent with their background, and Fleeting Luck gives enhanced uses of the Luck ability score (including better healing to make up for the lack of clerics). And Dying Earth does have new classes and a reworking of the magic system. Empire of the East, on the other hand, doesn't have any real replacements so it ends up feeling like "base DCC" but less. The Koryo Hall of Adventures was a similar setting where the gods died, but did things better where instead of Clerics you had a new class that's basically a "spirit negotiator" where you get spells from spirits of the land instead. Of course, that setting had its own problems, like being unable to explain how the other casting classes fit into its cosmology and magical framework, but it did feel different enough to not be an afterthought of "just use clerics who pray to angels/devils." The pitfalls in your hypothetical scenario sound less about the tropes themselves and more the prejudices of the DM. And I can speak only for myself and not Sparky, my post was more about how many settings just borrow one or a few well-known trope from a certain civilization and end up not using the rest. [/QUOTE]
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