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<blockquote data-quote="Greg K" data-source="post: 8229344" data-attributes="member: 5038"><p>My personal choice would be to use Beasts & Barbarians (Savage Worlds) or Barbarians of Lemuria. If wanting to stick with 5e, the setting for Xoth looks good as noted by some. Another option, as noted by several people would be to tailor 5e rules, limiting the classes and institute some optional rules from the DMG.</p><p></p><p>If modifying 5e, I would limit the classes to Barbarian (Berserker), Fighter (Battlemaster, Champion), Rogue (Assassin, Scout, Thief), Warlock* (Great Old Ones, The Fiend, and or Archfey depending upon your world) Possibly limiting to NPCs), and, maybe, the Open-Hand Monk (but I would omit it due to the mid to high level class abilities). The Xoth Conqueror, Courtier and Cultist classe are worth giving a look.</p><p></p><p>* I would limit the Pact to Chain and/or Tome and, possibly, the Warlock class to NPC.</p><p></p><p>Additional, I would also suggest looking at the following:</p><p>1. Jacob Driscoll's <a href="https://www.enworld.org/threads/2e-complete-books-conversions.471106/" target="_blank">conversions of the Complete Fighter's Handbook Conversion and Complete Thief's Handbook</a> to 5e which he posted toon ENWorld: The kits from those books have been converted to quick builds with suggested proficiencies, tools, starting equipment, and feats (some of the feats are new to his conversion documents). Implementing many of the "kits" will give more differentiaton to starting Fighters and Rogues.</p><p>2. Khaalis's Light Fighter variant which is in the ENWorld download section. The Brawler and Corsair Archetypes could be appropriate additions.</p></blockquote><p></p>
[QUOTE="Greg K, post: 8229344, member: 5038"] My personal choice would be to use Beasts & Barbarians (Savage Worlds) or Barbarians of Lemuria. If wanting to stick with 5e, the setting for Xoth looks good as noted by some. Another option, as noted by several people would be to tailor 5e rules, limiting the classes and institute some optional rules from the DMG. If modifying 5e, I would limit the classes to Barbarian (Berserker), Fighter (Battlemaster, Champion), Rogue (Assassin, Scout, Thief), Warlock* (Great Old Ones, The Fiend, and or Archfey depending upon your world) Possibly limiting to NPCs), and, maybe, the Open-Hand Monk (but I would omit it due to the mid to high level class abilities). The Xoth Conqueror, Courtier and Cultist classe are worth giving a look. * I would limit the Pact to Chain and/or Tome and, possibly, the Warlock class to NPC. Additional, I would also suggest looking at the following: 1. Jacob Driscoll's [URL='https://www.enworld.org/threads/2e-complete-books-conversions.471106/']conversions of the Complete Fighter's Handbook Conversion and Complete Thief's Handbook[/URL] to 5e which he posted toon ENWorld: The kits from those books have been converted to quick builds with suggested proficiencies, tools, starting equipment, and feats (some of the feats are new to his conversion documents). Implementing many of the "kits" will give more differentiaton to starting Fighters and Rogues. 2. Khaalis's Light Fighter variant which is in the ENWorld download section. The Brawler and Corsair Archetypes could be appropriate additions. [/QUOTE]
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