So, how is Primeval Thule 5E?
I only wish they had taken it a little further and made it their own, instead of just laying a thin skin over generic 5e. They should have done more to foster the S&S feel.
I absolutely agree that the standard 5e rules set isn't ideal for Primeval Thule in some ways. In my campaign I ban all casters except warlocks for this reason.
I think I might vary from that in the next campaign I start though. The Dungeon Crawl Classics RPG has an interesting feature where all spellcasting requires a casting check (basically a DC of 10+ the spell level, with the roll being d20+your level+your spellcasting ability modifier).
Depending on the results of your check, the spell can have standard, enhanced, or reduced effects, could just not take effect, and so forth. Adapting this approach would, in my opinion, address the too-much and too-easy nature of 5e magic.
So, how is Primeval Thule 5E?
I absolutely agree that the standard 5e rules set isn't ideal for Primeval Thule in some ways. In my campaign I ban all casters except warlocks for this reason.
I think I might vary from that in the next campaign I start though. The Dungeon Crawl Classics RPG has an interesting feature where all spellcasting requires a casting check (basically a DC of 10+ the spell level, with the roll being d20+your level+your spellcasting ability modifier).
Depending on the results of your check, the spell can have standard, enhanced, or reduced effects, could just not take effect, and so forth. Adapting this approach would, in my opinion, address the too-much and too-easy nature of 5e magic.
Sorry, what is AIME?