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Second World Sourcebook
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<blockquote data-quote="Psion" data-source="post: 651482" data-attributes="member: 172"><p>I have it, and am slowly digesting it in preparation for a review.</p><p></p><p>Its partly a setting and partly a toolbox. The basic paradigm that the book aims to support is that of a second fantasy world alongside a fairly normal Earth which the author called the "First World". First World shunts out some magic -- or so it is assumed; the author pretty much leaves it to the GM how to treat magic and provides some rules variants.</p><p></p><p>In fact, the book is loaded with rules variants. If the decisions behind d20 Modern weren't quite your cuppa tea, this book may work for you, as it provides advice on tweaking lethality, magic, and so forth. It also supports D&D/d20 core, and provides a variety of options and material to marry the two.</p><p></p><p>Though he leaves the disposition of the setting to you, he provides a lot of details and ideas. One of the central ideas behind second world is that of primal forces, and a set of advanced/prestige classes called wardens master a variety of psuedo-magical abilities as they advance. The wardens are very flexible; much like 2WS's masters of arms classes, you choose many or most of your class abilities off of a list.</p><p></p><p>Anyway, I think that the book is best for advanced and creative DMs who don't like to be hemmed in. As I think that describes me, I like it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Psion, post: 651482, member: 172"] I have it, and am slowly digesting it in preparation for a review. Its partly a setting and partly a toolbox. The basic paradigm that the book aims to support is that of a second fantasy world alongside a fairly normal Earth which the author called the "First World". First World shunts out some magic -- or so it is assumed; the author pretty much leaves it to the GM how to treat magic and provides some rules variants. In fact, the book is loaded with rules variants. If the decisions behind d20 Modern weren't quite your cuppa tea, this book may work for you, as it provides advice on tweaking lethality, magic, and so forth. It also supports D&D/d20 core, and provides a variety of options and material to marry the two. Though he leaves the disposition of the setting to you, he provides a lot of details and ideas. One of the central ideas behind second world is that of primal forces, and a set of advanced/prestige classes called wardens master a variety of psuedo-magical abilities as they advance. The wardens are very flexible; much like 2WS's masters of arms classes, you choose many or most of your class abilities off of a list. Anyway, I think that the book is best for advanced and creative DMs who don't like to be hemmed in. As I think that describes me, I like it. :) [/QUOTE]
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