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Thieves' World d20
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<blockquote data-quote="thalmin" data-source="post: 2415684" data-attributes="member: 662"><p>I have been excited since I first heard Green Ronin was going to publish <a href="http://www.greenronin.com/catalog/grr1801#related" target="_blank">Thieves' World d20</a>. I was even more excited when a very good friend brought back from Origins for me a pre-release copy of the <strong>Thieves' World Player's Manual</strong>. After skimming the book, and carefully reading some sections, I almost want to end my current campaign to start a new adventure in Sanctuary. A very grim world, low on healing, and a very interesting magic system.</p><p></p><p>The book opens with a (very) short story by Lynn Abbey. Then a Welcome to Thieves' World intro to the TW anthologies.</p><p><span style="color: YellowGreen">Chapter One: A Sanctan Primer </span> introduces the players to Sanctuary, the primary setting of TW.</p><p><span style="color: YellowGreen">Chapter Two: Cultures and Backgrounds</span> describes the different human cultures, with bonuses for each. Everyone in Thieves' World is human.</p><p><span style="color: YellowGreen">Chapter Three: Character Classes</span> explains the minor changes to barbarian, fighter, and thief (not rogue) classes; then covers the new classes: Assassin, Godsworn, Initiate, Mage, Noble, Priest, Ranger, Savant, Survivor, and Witch.</p><p><span style="color: YellowGreen">Chapter Four: Prestige Classes</span> lists 18 new prestige classes, plus explains which of those from the DMG are allowed.</p><p><span style="color: YellowGreen">Chapter Five: Skills and Feats</span> gives us 2 new skills, Gamble and REad/Write Language (most people are illiterate). Then changes to existing skills plus a list of languages. The Feats portion lists dropped feats (Extra Turning, Improved Familiar, Natural Spell, Quicken Spell, and Spell Mastery); changes to metamagic feats; then a bunch of new feats.</p><p><span style="color: YellowGreen">Chapter Six: Supplemental Rules</span> covers the new or revised rulse. These include Massive Damage, Severe Injuries, Infection, Reputation Checks, and Contacts.</p><p><span style="color: YellowGreen">Chapter Seven: Equipment and Resources</span> covers the allowed weapons & armor, disguised weapons, herbs, drugs, poisons; plus explains appropriate and inappropriate magic items.</p><p><span style="color: YellowGreen">Chapter Eight: Sorcery</span> covers sources of power, techniques, curses, magic item creation, and the new rules for magic.</p><p><span style="color: YellowGreen">Chapter Nine: Spells</span> gives us the spell lists plus new spells in Sanctuary.</p><p>The Appendices cover the Gods of Sanctuary and a Character Glossary.</p><p></p><p>The book is 192 pages and will list for $34.95.</p><p>btw, Chris Pramas has given me permission to talk about the book.</p></blockquote><p></p>
[QUOTE="thalmin, post: 2415684, member: 662"] I have been excited since I first heard Green Ronin was going to publish [URL=http://www.greenronin.com/catalog/grr1801#related]Thieves' World d20[/URL]. I was even more excited when a very good friend brought back from Origins for me a pre-release copy of the [B]Thieves' World Player's Manual[/B]. After skimming the book, and carefully reading some sections, I almost want to end my current campaign to start a new adventure in Sanctuary. A very grim world, low on healing, and a very interesting magic system. The book opens with a (very) short story by Lynn Abbey. Then a Welcome to Thieves' World intro to the TW anthologies. [COLOR=YellowGreen]Chapter One: A Sanctan Primer [/COLOR] introduces the players to Sanctuary, the primary setting of TW. [COLOR=YellowGreen]Chapter Two: Cultures and Backgrounds[/COLOR] describes the different human cultures, with bonuses for each. Everyone in Thieves' World is human. [COLOR=YellowGreen]Chapter Three: Character Classes[/COLOR] explains the minor changes to barbarian, fighter, and thief (not rogue) classes; then covers the new classes: Assassin, Godsworn, Initiate, Mage, Noble, Priest, Ranger, Savant, Survivor, and Witch. [COLOR=YellowGreen]Chapter Four: Prestige Classes[/COLOR] lists 18 new prestige classes, plus explains which of those from the DMG are allowed. [COLOR=YellowGreen]Chapter Five: Skills and Feats[/COLOR] gives us 2 new skills, Gamble and REad/Write Language (most people are illiterate). Then changes to existing skills plus a list of languages. The Feats portion lists dropped feats (Extra Turning, Improved Familiar, Natural Spell, Quicken Spell, and Spell Mastery); changes to metamagic feats; then a bunch of new feats. [COLOR=YellowGreen]Chapter Six: Supplemental Rules[/COLOR] covers the new or revised rulse. These include Massive Damage, Severe Injuries, Infection, Reputation Checks, and Contacts. [COLOR=YellowGreen]Chapter Seven: Equipment and Resources[/COLOR] covers the allowed weapons & armor, disguised weapons, herbs, drugs, poisons; plus explains appropriate and inappropriate magic items. [COLOR=YellowGreen]Chapter Eight: Sorcery[/COLOR] covers sources of power, techniques, curses, magic item creation, and the new rules for magic. [COLOR=YellowGreen]Chapter Nine: Spells[/COLOR] gives us the spell lists plus new spells in Sanctuary. The Appendices cover the Gods of Sanctuary and a Character Glossary. The book is 192 pages and will list for $34.95. btw, Chris Pramas has given me permission to talk about the book. [/QUOTE]
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