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<blockquote data-quote="Pramas" data-source="post: 2786034" data-attributes="member: 995"><p>Well, that's the frustrating thing about this conversation. The magic system in the Thieves' World Player's Manual is all of 11 pages long (that's out of 192). It provides a new system for how magic is cast, but uses the core spells from the Player's Handbook. So while the way you go about casting was changed to reflect the way magic works in Thieves' World, the spells themselves are familiar to D&D players. In this way, it's a lot more "core" than Magic of Incarnum, for example. </p><p></p><p>The rest of the Thieves' World Player's Manual has things like new core and prestige classes, new feats and spells, new equipment--all very much core material-- plus rules expansions for backgrounds, cultures, curses, and more. In other words, it's really not too far away from Eberron in terms of ease of implementation and familiarity to the average D&D players. </p><p></p><p>Shadowspawn's Guide to Sanctuary, which is coming out this week, is a big city book a la Waterdeep or Freeport. It's full of locations, history, and characters--the things that make a city tick. It also includes a whole section on using the book with just the core D&D rules, so if you don't want to implement the material in the Player's Manual, you can still get full use out of the book. That makes the city of Sanctuary even easier to drag and drop into your own campaign if you don't want to run a strictly Thieves' World game.</p></blockquote><p></p>
[QUOTE="Pramas, post: 2786034, member: 995"] Well, that's the frustrating thing about this conversation. The magic system in the Thieves' World Player's Manual is all of 11 pages long (that's out of 192). It provides a new system for how magic is cast, but uses the core spells from the Player's Handbook. So while the way you go about casting was changed to reflect the way magic works in Thieves' World, the spells themselves are familiar to D&D players. In this way, it's a lot more "core" than Magic of Incarnum, for example. The rest of the Thieves' World Player's Manual has things like new core and prestige classes, new feats and spells, new equipment--all very much core material-- plus rules expansions for backgrounds, cultures, curses, and more. In other words, it's really not too far away from Eberron in terms of ease of implementation and familiarity to the average D&D players. Shadowspawn's Guide to Sanctuary, which is coming out this week, is a big city book a la Waterdeep or Freeport. It's full of locations, history, and characters--the things that make a city tick. It also includes a whole section on using the book with just the core D&D rules, so if you don't want to implement the material in the Player's Manual, you can still get full use out of the book. That makes the city of Sanctuary even easier to drag and drop into your own campaign if you don't want to run a strictly Thieves' World game. [/QUOTE]
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