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Help: Getting rid of spell slots
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<blockquote data-quote="Mercule" data-source="post: 6971048" data-attributes="member: 5100"><p>Fair enough. FWIW, I'm starting to consider that, when my PotA game wraps, I may switch to Fate, but continue to use D&D 5E for inspiration for specific spell effects, character abilities (stunts), etc. I've never cared for spell slots, myself, and I'm also getting a bit burnt out on any conversations around rules minutia. I just want to sit down and play. Fate looks like a good system, for that.</p><p></p><p>Personally, I didn't care for GURPS, mechanically. It's been 25+ years since I played it, so I can't recall the details. I just know I had an extremely negative reaction to the system. YMMV, but I can't comment of the relative merits of it.</p><p></p><p>I have played a pretty extensive Fantasy Hero campaign. Enough of us were familiar with the system, through Champions, that we kinda made our own magic systems (for three, radically different, casters). There are Grimoires (spells) and Bestiaries available. It's also flexible enough that you could practically recreate the D&D spells and system, down to slots -- or swap out mechanics as desired. The main reason we don't play Hero, anymore, is that it can be an extremely detailed system. Since most of us are now married, with kids, full-time jobs, various outside activities, we're just looking for beer and pretzels. Honestly, playing LMoP and moving to PotA is the longest I've ever GMed without going full-on home brew.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6971048, member: 5100"] Fair enough. FWIW, I'm starting to consider that, when my PotA game wraps, I may switch to Fate, but continue to use D&D 5E for inspiration for specific spell effects, character abilities (stunts), etc. I've never cared for spell slots, myself, and I'm also getting a bit burnt out on any conversations around rules minutia. I just want to sit down and play. Fate looks like a good system, for that. Personally, I didn't care for GURPS, mechanically. It's been 25+ years since I played it, so I can't recall the details. I just know I had an extremely negative reaction to the system. YMMV, but I can't comment of the relative merits of it. I have played a pretty extensive Fantasy Hero campaign. Enough of us were familiar with the system, through Champions, that we kinda made our own magic systems (for three, radically different, casters). There are Grimoires (spells) and Bestiaries available. It's also flexible enough that you could practically recreate the D&D spells and system, down to slots -- or swap out mechanics as desired. The main reason we don't play Hero, anymore, is that it can be an extremely detailed system. Since most of us are now married, with kids, full-time jobs, various outside activities, we're just looking for beer and pretzels. Honestly, playing LMoP and moving to PotA is the longest I've ever GMed without going full-on home brew. [/QUOTE]
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Help: Getting rid of spell slots
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