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Orcs on Stairs (When Adventures Are Incomplete)
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<blockquote data-quote="James Gasik" data-source="post: 8621445" data-attributes="member: 6877472"><p>Birthright should have been way more popular than it was. But...I never found one group that was interested in the premise, in fact, one guy I know rather dismissively said "it's just a big setup to justify PvP". : (</p><p></p><p>The issue with Leadership was it could be very busted- giving someone a second player character, even if 2 levels behind, could lead to shenanigans. Or not. It was very DM-dependent. </p><p></p><p>I don't really agree with taking away the idea of building a nation or a fighting force or a guild or a church or a wizard's school from the game, but at the same time, I know I saw, and I have heard at least anecdotal evidence, that many players wanted more adventure and less bean counting and making the campaign their own. Don't know why, but it's something 5e really needs, IMO.</p><p></p><p>As for magic is for magic-wielders...here's why this bothers me. When every class in the game but 2 or 3 is locked out of certain kinds of mechanics because "non-magic", but the "magic" classes can get their hands on mechanics the "non-magic" guys use, that's a bit weird.</p><p></p><p>And yes, you can play a hybrid character who has some magic, but it always feels like the magic guys get the better end of this deal.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8621445, member: 6877472"] Birthright should have been way more popular than it was. But...I never found one group that was interested in the premise, in fact, one guy I know rather dismissively said "it's just a big setup to justify PvP". : ( The issue with Leadership was it could be very busted- giving someone a second player character, even if 2 levels behind, could lead to shenanigans. Or not. It was very DM-dependent. I don't really agree with taking away the idea of building a nation or a fighting force or a guild or a church or a wizard's school from the game, but at the same time, I know I saw, and I have heard at least anecdotal evidence, that many players wanted more adventure and less bean counting and making the campaign their own. Don't know why, but it's something 5e really needs, IMO. As for magic is for magic-wielders...here's why this bothers me. When every class in the game but 2 or 3 is locked out of certain kinds of mechanics because "non-magic", but the "magic" classes can get their hands on mechanics the "non-magic" guys use, that's a bit weird. And yes, you can play a hybrid character who has some magic, but it always feels like the magic guys get the better end of this deal. [/QUOTE]
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