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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Some questions regarding the Game Master's Guide
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<blockquote data-quote="prabe" data-source="post: 9780310" data-attributes="member: 7016699"><p>I actually moved to ToV (though the game I'm running in 2014 stayed there, because I didn't wanna change things out from under the players. Just letting you know some of where I'm coming from on this ...</p><p></p><p>Mostly it's stuff like firearms, Dread/Horror (what a lot of older games would have called Madness) and some extra Downtime stuff. It's also where some Artifacts are, as well as rules for sentient items. Random treasure stuff lives here, as does some advice on rewarding players/characters (luck as well as treasure). Then vehicles and siege weapons, then stuff like chases, monster harvesting, variant initiative systems, and skill challenges.</p><p></p><p>The diseases and poisons in the GMG are all fantasy diseases and poisons.</p><p></p><p>1. The section contains entirely guidance, not examples. If you want those, you'll need to look in the various ToV sources. I was able to convert the stuff I was allowing in my 5e games with little trouble (a lot of time, but little trouble).</p><p>2. I don't know what you mean by variant rules for those things. The last (class spell lists) especially isn't a thing in ToV.</p><p></p><p>Chapter 4 (Advanced Combat) is laden with new/variant rules, and they're scattered through Chapters 5 (Advanced Exploration) and 6 (Advanced Social) as well.</p><p></p><p>I like the GMG better than either of WotC's DMGs, but it's really less a core book. My choice to go with ToV was based on it seeming to me like a better revision of a game I liked (but a game I did think needed some revision).</p></blockquote><p></p>
[QUOTE="prabe, post: 9780310, member: 7016699"] I actually moved to ToV (though the game I'm running in 2014 stayed there, because I didn't wanna change things out from under the players. Just letting you know some of where I'm coming from on this ... Mostly it's stuff like firearms, Dread/Horror (what a lot of older games would have called Madness) and some extra Downtime stuff. It's also where some Artifacts are, as well as rules for sentient items. Random treasure stuff lives here, as does some advice on rewarding players/characters (luck as well as treasure). Then vehicles and siege weapons, then stuff like chases, monster harvesting, variant initiative systems, and skill challenges. The diseases and poisons in the GMG are all fantasy diseases and poisons. 1. The section contains entirely guidance, not examples. If you want those, you'll need to look in the various ToV sources. I was able to convert the stuff I was allowing in my 5e games with little trouble (a lot of time, but little trouble). 2. I don't know what you mean by variant rules for those things. The last (class spell lists) especially isn't a thing in ToV. Chapter 4 (Advanced Combat) is laden with new/variant rules, and they're scattered through Chapters 5 (Advanced Exploration) and 6 (Advanced Social) as well. I like the GMG better than either of WotC's DMGs, but it's really less a core book. My choice to go with ToV was based on it seeming to me like a better revision of a game I liked (but a game I did think needed some revision). [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Some questions regarding the Game Master's Guide
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