Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[Primeval Thule] House rules for spellcasting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mrm1138" data-source="post: 6775805" data-attributes="member: 6777319"><p>Ah. Gotcha. </p><p></p><p></p><p></p><p>Sure I can limit classes so that warlocks are the only spellcasters, but it doesn't really give the effect I'm looking for. If, for example, I wanted something like Crypts & Things' white/grey/black magic, I'd have to go through the entire warlock spell list, divide them up, and possibly drop out individual spells that I've decided don't fit the specific subgenre I'd like to emulate.</p><p></p><p>As it stands, there are other systems/settings that do that without me having to put the work into it. I had just hoped Primeval Thule would do that for D&D 5e because, when pitching a game to players, it's always an easier sell for them not to have to learn a completely new system (such as Barbarians of Lemuria or Savage Worlds) than it is for them to learn some minor tweaks to a system they already know.</p><p></p><p></p><p></p><p>As I've mentioned previously, I think those mechanics can go a long way toward affecting the feel of a particular world. There is definitely a lot that I like about Primeval Thule, but if I actually want to run any adventures written for that setting, I'm going to have to put some work into it one way or another. I've already mentioned how I would want to alter D&D 5e to run it with that system. If I wanted to run those adventures with the Crypts & Things rules, I'd need to swap out the 5e NPC and monster stats and replace them with the stats from C&T (or substitute different NPCs/monsters entirely if there are no equivalents in the C&T bestiary because hell if I know how to actually design a creature). Also, because characters level up at different rates in the two games*, the encounters may not be balanced correctly. That means I either have to reconfigure the encounters or arbitrarily level the characters up so they can take on the encounters as written.</p><p></p><p>If there's something that can do what I want right out of the box, I think I'll just take that. Crypts & Things may not use the 5e system, but it's not a steep learning curve, given that it's still based on a version of D&D. I just wish it had been the Kickstarter I'd backed instead of Primeval Thule. Unfortunately, I was entirely unaware of its existence until just a few weeks ago.</p><p></p><p>*All 1st-level characters advance to 2nd level after gaining 300 XP, whereas C&T uses the Swords & Wizardry advancement rules, meaning that thieves reach level 2 at 1250, fighters at 2000 XP, and the magician at 2500.</p></blockquote><p></p>
[QUOTE="mrm1138, post: 6775805, member: 6777319"] Ah. Gotcha. Sure I can limit classes so that warlocks are the only spellcasters, but it doesn't really give the effect I'm looking for. If, for example, I wanted something like Crypts & Things' white/grey/black magic, I'd have to go through the entire warlock spell list, divide them up, and possibly drop out individual spells that I've decided don't fit the specific subgenre I'd like to emulate. As it stands, there are other systems/settings that do that without me having to put the work into it. I had just hoped Primeval Thule would do that for D&D 5e because, when pitching a game to players, it's always an easier sell for them not to have to learn a completely new system (such as Barbarians of Lemuria or Savage Worlds) than it is for them to learn some minor tweaks to a system they already know. As I've mentioned previously, I think those mechanics can go a long way toward affecting the feel of a particular world. There is definitely a lot that I like about Primeval Thule, but if I actually want to run any adventures written for that setting, I'm going to have to put some work into it one way or another. I've already mentioned how I would want to alter D&D 5e to run it with that system. If I wanted to run those adventures with the Crypts & Things rules, I'd need to swap out the 5e NPC and monster stats and replace them with the stats from C&T (or substitute different NPCs/monsters entirely if there are no equivalents in the C&T bestiary because hell if I know how to actually design a creature). Also, because characters level up at different rates in the two games*, the encounters may not be balanced correctly. That means I either have to reconfigure the encounters or arbitrarily level the characters up so they can take on the encounters as written. If there's something that can do what I want right out of the box, I think I'll just take that. Crypts & Things may not use the 5e system, but it's not a steep learning curve, given that it's still based on a version of D&D. I just wish it had been the Kickstarter I'd backed instead of Primeval Thule. Unfortunately, I was entirely unaware of its existence until just a few weeks ago. *All 1st-level characters advance to 2nd level after gaining 300 XP, whereas C&T uses the Swords & Wizardry advancement rules, meaning that thieves reach level 2 at 1250, fighters at 2000 XP, and the magician at 2500. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Primeval Thule] House rules for spellcasting
Top