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<blockquote data-quote="JoeGKushner" data-source="post: 2791701" data-attributes="member: 1129"><p>Thieves World is great. The guide is great.</p><p></p><p>They do not fit the standard default of D&D.</p><p></p><p>1. Magic assumptions: It's much lower. Much.</p><p></p><p>2. Combat Options: Thieves World assumes a much more dangerous stance on combat. Just as the Black Company does. You can drop it but then you lose a chunk of the material.</p><p></p><p>3. Monsters: well, that low magic thing comes back. There are a few unique beast and such, but it's mostly a human world.</p><p></p><p>4. Little Things: Background packages and other elements of culture that effect background skills do not mesh well with D&D. Do they do what they set out to? Yes. Do they mesh with standard play? No. They can change a lot of things on the GMs side, such as PrCs that are generally meant to be taken by multi-class characters by giving access to skill lists that aren't normally associated with that class concept. </p><p></p><p>These are huge elements to overcome. Thieves World does a great job of modelling the d20 system to capture the setting, but saying that it can be popped into say, Greyhawk or the Forgotten Realms, is assuming a lot of work and effort on the GM. Way more than say your other product, Freeport, which is more or less ground 0 in terms of D&D assumptions (includng it's own bestiary and magical substances in the core book) as wel las fantasy adventurers to support it.</p><p></p><p>YMMV</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2791701, member: 1129"] Thieves World is great. The guide is great. They do not fit the standard default of D&D. 1. Magic assumptions: It's much lower. Much. 2. Combat Options: Thieves World assumes a much more dangerous stance on combat. Just as the Black Company does. You can drop it but then you lose a chunk of the material. 3. Monsters: well, that low magic thing comes back. There are a few unique beast and such, but it's mostly a human world. 4. Little Things: Background packages and other elements of culture that effect background skills do not mesh well with D&D. Do they do what they set out to? Yes. Do they mesh with standard play? No. They can change a lot of things on the GMs side, such as PrCs that are generally meant to be taken by multi-class characters by giving access to skill lists that aren't normally associated with that class concept. These are huge elements to overcome. Thieves World does a great job of modelling the d20 system to capture the setting, but saying that it can be popped into say, Greyhawk or the Forgotten Realms, is assuming a lot of work and effort on the GM. Way more than say your other product, Freeport, which is more or less ground 0 in terms of D&D assumptions (includng it's own bestiary and magical substances in the core book) as wel las fantasy adventurers to support it. YMMV [/QUOTE]
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