So the new Talislanta: Savage Lands using the D&D 5e system has dropped. It clocks in at 244-pages.
You can play it native - in which case the game is radically different from the assumptions of the setting.
OR you can play it class/magic restrictions recommended. (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock
or Wizard not allowed)
There are some new (and interesting) sub-systems too.
Mass Combat rules
Alternative Alignments - Different alignments relative to the ideals of the characters tribes.
Classless Play - There is one big leveling class, and you buy features as you level up.
Whole Lotta Races - 23 possible races, including a bunch of backgrounds and archetypes specific to each race.
Tribe Creation rules - Beefed up Renown system basically.
Skills/Proficienies - Basic changes to reflect the setting needs. New Tool Proficiencies
Ritual Magic - to be uses stand-alone (per setting recommendations), or in conjunction with the standard D&D magic system if you wanna go that route. Essentially you're using the Arcana skill to create ritualized magical effects.
Item Creation and Bartering rules
Plus all the location, random encounter generation tables, gear etc.
Interesting list of new things. How feasible would it be to port any of those to a more or less standard 5E game?
Sounds cool. I was always fond of Talislanta, but didn't care too much for the system. Would you amend your post with a link to wherever one can get a hold of it?
Quote from: Steven Mitchell;1032822Interesting list of new things. How feasible would it be to port any of those to a more or less standard 5E game?
Easily. Everything has been designed to be modular. In fact there is literally nothing in these new rules that couldn't be tossed into a standard 5e game. The first thing I looked at was the Ritual Magic - yeah, I could see this being a form of Hedge Magic in a standard D&D game that any class could learn.
The Classless Leveling system... is REALLY intriguing. It's a standardized (and beefy) template where every level you get a new skill, Feature/Expertise, Feat, Stat Increase, Another Attack, etc. so you build as you go. Given the nature of the setting (savage tribal stuff) - it makes a lot of sense. But this could, with a little thought and some effort, be broken out for standard play.
Quote from: Nerzenjäger;1032823Sounds cool. I was always fond of Talislanta, but didn't care too much for the system. Would you amend your post with a link to wherever one can get a hold of it?
Unfortunately it's not for general sale yet. This is the PDF from the Kickstarter backers. I believe once the print editions come out (which should be relatively soon), they will be available on Drive Thru RPG