Trailblazing as its own game

joela

First Post

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At least until the upcoming stuff for Trailblazer comes out, I think a complete use of Trailblazer supplemented from the SRD to make a full game would result in a game that consisted of more SRD stuff than Trailblazer stuff. There's a ton of excellent, well-presented mateiral in Trailblazer but it might be less than fifty percent of a whole game on its own at this juncture.
 

Um, what? :confused:

What is missing from Trailblazer besides a complete list of spells?

Let's see if the "summon" button is working correctly again:
@Morrus;


Edit: It appears that Wulf Ratbane has become Morrus. Button Fail! :(
 
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At least until the upcoming stuff for Trailblazer comes out, I think a complete use of Trailblazer supplemented from the SRD to make a full game would result in a game that consisted of more SRD stuff than Trailblazer stuff. There's a ton of excellent, well-presented mateiral in Trailblazer but it might be less than fifty percent of a whole game on its own at this juncture.
You can think that, but thinking it doesn't make it true. :)

Trailblazer is an (almost) complete PHB. It simply lacks a complete spell list, though it has complete rules on spell-casting, and a list of magic items. So, until Bad Axe Games releases books about magic and magic items, you need the Trailblazer book, the Spell Compendium, and the Magic Item Compendium (which a lot of games already keep handy). And a monster manual (unless you make up your own), which is also getting a Trailblazer version. You don't need a DMG (unless you lack MIC) because all the relevant rules are in the Trailblazer book.

It is no more low-magic than D&D 3.x is low-magic. Which means you can play a low magic game but the PCs are going to have it rough. The rest mechanics do make it easier to have a 4 encounter (or more) day, and allow nearly-full recovery between days, but that's the extent.

Compared to D&D 3.5, it is simpler to run, less obsessed with having all the monsters on the exact same rules as the PCs, and firmly believes in DM-empowerment (it encourages you to ignore or change what you don't like, but to think about the repercussions of those changes in your game).
It's also a fair bit easier to play (though I'm finding myself annoyed with the CMB / CMD stuff, as it's not any easier than the 3.5 rules were), with improved character survival (extra 1st level hp and no automatic death at some -hp).

I'm enjoying it a lot. Not enough to come back to the chimera that is 3.x, but enough to finish my campaign with pleasure.
 

The best way to think about the Trailblazer book is both a Variant Player's Handbook and a DM Toolkit.

It's not "complete" in the sense that yes, you do need a source for spells, magic items, and monsters (and traps, too). But as long as it's 3ed, everything is compatible. TB also contains rules on how to adapt material to use with TB, regardless of the source.

I'm fairly confident that this isn't a hurdle for the vast majority of 3ed gamers since they are most likely pulling from a tons of sources anyway.

It is no more low-magic than D&D 3.x is low-magic. Which means you can play a low magic game but the PCs are going to have it rough. The rest mechanics do make it easier to have a 4 encounter (or more) day, and allow nearly-full recovery between days, but that's the extent.

Don't forget Action Points and Enhancements. Those go a long way to reducing the "need" for magic items. TB also heavily recommends that DMs get rid of the crafting feats other than Craft Wand, Brew Potion, and Scribe Scroll. Magic items aren't the problem per se, it's allowing players to cherry-pick what they want. TB encourages the PCs to use what they find and give the power back to the DM as to when - and what - they introduce into their game.

A note on the monster book:

Aside from the stat blocks themselves, the monster book is going to go a long way in "filling out" TB, especially in regards to special abilities, further clarifying mechanics, and monster customization. It's pretty robust.
 

A note on the monster book:

Aside from the stat blocks themselves, the monster book is going to go a long way in "filling out" TB, especially in regards to special abilities, further clarifying mechanics, and monster customization. It's pretty robust.

Spellbook after that? Or a TB "Unearthed Arcana" supp with even more options (e.g., more uses for Turn Undead, etc.)?
 


mach 1.9pants,
Doh! Thanks for catching that. I was wondering why I didn't see my post in the other thread. I had the two windows open and one of my friends had sent me an IM in another. I must have clicked the wrong window when I copied and pasted.

My post in this thread is edited and I posted my comment in the right thread.

@Morrus; Did you mean this to be in the PfRPG upgrade thread? http://www.enworld.org/forum/genera...edition-why-you-not-upgrading-pathfinder.html

EDIT: LOL the 'mention' thing don't work then!
 

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