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Post by Athkethin on Jan 19, 2016 12:46:35 GMT -7
Or at least mine did.
New barbarian path, cleric domains, druid circles, paladin oath, rogue archetype, sorcerer origin, warlock patron options, narratives, spells, feats, bonds and stuff for all the narratives. Looks juicy.
It also states that since Thule has no dragons in the classic D&D sense, the dragon sorcerous origin is due to geniekind instead. Funky.
. . . the book isn't going to make anybody who wanted a built-in low-magic option happy.
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Post by egamma on Jan 19, 2016 14:00:45 GMT -7
Got mine! Although I decided that the draconic sorcerer is related to the serpentmen
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Post by maceo13 on Jan 19, 2016 20:01:05 GMT -7
Yeah...I don't know how I feel about it. On the one hand I like new spells and options for spellcasters but on the other hand I'm still wrestling with how to handle it all in play-both on the PC side and when creating encounters. I mean "many heroes go years at a time without stumbling into adversaries who wield arcane powers (p.16)"?
I don't know. I will say I really like the addition of the narrative Traits. I think most people who have created 5e characters would appreciate that addition.
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Post by Athkethin on Jan 20, 2016 1:52:10 GMT -7
Yeah...I don't know how I feel about it... "many heroes go years at a time without stumbling into adversaries who wield arcane powers (p.16)"? Primeval Thule as a setting has some trouble meshing with D&D as a game, and I think the PT setting book could have stood the eyes of a consistency editor. That said, most Fafrhrd and the Gray Mouser stories involve magic; hell, the Mouser know a bit of magic himself. I'm less familiar with Conan. I do like how the new subclasses for martial characters are distinctly nonmagical. It seems that Thule, intentionally or not, is set up to allow DMs and groups to include as much or as little magic-casting as they like. I'm less comfortable with those options being in a book called a Player's Companion; such a label implies that its contents should be open to all players and could cause arguments for DMs who choose not to use it.
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Post by egamma on Jan 20, 2016 8:41:11 GMT -7
I don't buy that; I told my players "no Paladins" and they didn't complain. If I said "no time travelers" they'd be fine with that too.
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Post by Athkethin on Jan 20, 2016 17:08:20 GMT -7
I don't buy that; I told my players "no Paladins" and they didn't complain. If I said "no time travelers" they'd be fine with that too. I had some bad experiences in late 3.5 (ca. 2007) that soured me on D&D basically until the Next playtest. In fact, the one complaint I genuinely have about the Players Companion is that it feels very 3.x to me - not surprising given the genesis of Thule as a Pathfinder supplement.
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Post by egamma on Jan 21, 2016 12:06:57 GMT -7
Yeah, the power level is slightly higher with the narratives, but I love their flavor.
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