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General Tabletop Discussion
*Dungeons & Dragons
[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="mrm1138" data-source="post: 6770669" data-attributes="member: 6777319"><p>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.)</p><p></p><p>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).</p><p></p><p>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...</p></blockquote><p></p>
[QUOTE="mrm1138, post: 6770669, member: 6777319"] 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... [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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