Yep! Nice thing about how ToA handless HP is that it's very portable to other DnD likes, For example I will definitely be using this rule for X without Number games. And like most OSR can use this rule easily as well.
I’ve been really looking forward to this game. It seems to have a bit more in it that my players were wanting and not getting from Dragonbane. I really love Dragonbane, but this seems like it may take over for my less crunchy game.
Yeah it definitely has some more character options and also just some people enjoy more level based stuff ass well. I fine alternative indeed! Also the HP scaling this game is amazing, and I ported it into my World's Without Number games with great success!
I've seen a lot of things which seem to be 'lateral move' 5E hacks. I wonder if it is more about a perceived market thing, or a unwillingness to diverge too much out of a fixed game design mentality?
Both good points. I think it might be a bit both. Just making more material to use is more appealing to consumer, because of the ease of use. Making a commitment to learn a completely new thing requires so much effort from average consumers. But also it is a much more safer bet for creators to make things for 5E than any other system....and the margin is ridiculous.
I agree HP bloat is DND's buggest flaw.
Yep! Nice thing about how ToA handless HP is that it's very portable to other DnD likes,
For example I will definitely be using this rule for X without Number games.
And like most OSR can use this rule easily as well.
I’ve been really looking forward to this game. It seems to have a bit more in it that my players were wanting and not getting from Dragonbane.
I really love Dragonbane, but this seems like it may take over for my less crunchy game.
Yeah it definitely has some more character options and also just some people enjoy more level based stuff ass well. I fine alternative indeed!
Also the HP scaling this game is amazing, and I ported it into my World's Without Number games with great success!
I've seen a lot of things which seem to be 'lateral move' 5E hacks. I wonder if it is more about a perceived market thing, or a unwillingness to diverge too much out of a fixed game design mentality?
Both good points. I think it might be a bit both.
Just making more material to use is more appealing to consumer, because of the ease of use. Making a commitment to learn a completely new thing requires so much effort from average consumers.
But also it is a much more safer bet for creators to make things for 5E than any other system....and the margin is ridiculous.