ChrisCarlson
First Post
I don't mind the idea of full caster PC(s) in a PT game at all. I just want them to feel a little more appropriate to the setting. Somehow. I guess it's a bit like one of those, "I'll know it when I see it" situations...
Remember also that both a DM and Player Guide are supposedly in the works as well. Who knows what they will offer.
The more I've looked through Primeval Thule, the more I'm disappointed in it for the very reasons discussed in this thread. While I think a lot of the setting fluff is great, it doesn't try to alter the mechanics much at all to reflect the sword and sorcery subgenre. This is especially apparent when you look at something like Barbarians of Lemuria. For something a little more directly relatable, though, I just recently discovered Crypts & Things, a S&S variant of Swords & Wizardry. (Admittedly—since the game is currently out of print until the new edition is released—I've only been working from Akratic Wizardry's house rules, but from what I understand, those house rules provided a large basis for the game.)
What I would have liked to see for Primeval Thule is a similar concept to Crypts & Thing's sole spellcaster class, the magician. Only a select list of spells are available—i.e., the ones that don't break the S&S flavor—and are split into white, grey, and black magic. They can cast any spell they have prepared an unlimited number of times, but they suffer exhaustion, represented by loss of HP, each time they cast. (In C&T, characters have two levels of damage; exhaustion represented by HP and physical damage that reduces the PC's constitution score. Once a character's constitution is reduced to 0, he is dead.) Gray and black magic spells cause more damage to the caster than white, and casting a black magic spell requires the magician to make a saving throw to avoid taking corruption (represented by a temporary—or occasionally permanent—loss of wisdom).
So yeah, I might just end up using the setting info from Primeval Thule. Crypts & Things seems like it will be my go-to for an actual sword and sorcery rules set. As soon as the new edition is available, that is...
Remember also that both a DM and Player Guide are supposedly in the works as well. Who knows what they will offer.
Welp, the GM guide is out now, and it disappoints as well. Some nifty monsters, I guess, but not much in the way of optional rules. It certainly doesn't address my problems with the lack of guidance for altering the magic system for the setting. I suppose I'll just continue to wait impatiently for Crypts & Things Remastered.