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Old 11-27-2023, 04:55 AM   #23
namada
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Join Date: Mar 2006
Default Re: DFRPG running D&D 5e starting adventures

Quote:
Originally Posted by corwyn View Post
What skill 18 bandits. All the brigands are 15 or 16, even the Brigand Chief.
My mistake then. I checked & you're correct, there are no brigands with 18 skill, so I was just misremembering it.
Quote:
Originally Posted by corwyn View Post
Magic and Thaumatology are no substitute for a Lite version of magic. The 3e Lite can sort of work but most new players won't be looking through 3e lite if trying to run a 4e adventure.
The 3E lite is a very poor substitute. IIRC, there are only around 10 spells in there.

As for GURPS Magic, you've got Syntactic Magic on p202 and Symbol Magic on p205, which are both very rules-lite systems of magic. Complete alternatives to the standard system.

As for GURPS Thaumatology, it is probably the best option though, because it gives you the above, plus it also gives you Book/Path Magic, which is heavier on rules, but at least it's not 1,000+ spells you'd need to deal with - that's hard work for a new GURPS GM.

Edit - I really should have separated those responses. They're dealing with two completely different subjects.

Last edited by namada; 11-27-2023 at 05:02 AM. Reason: Added the 'Edit' line
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