So I've got through books of character making stuff in several books. Good stuff is it is inspiring. Some fantasy tropes a bit modern for me or reminds me of Diablo pc game but that's fine. I do get bugged by same abilities with different names, Also some choices duplicate results so you end up losing if you want an urchin thief. Id do it anyway as build for optimising seems silly to me but i can see power gamers with spreadsheets choosing stuff. I like Tashas book mods to ranger, psionics classes allowing dark sun games (no psionacist needed) plus build your own race. Sadly I keep thinking how to streamline and simplify but must resist. Oldschool thief abilities seem pretty common. I could put thieves tool proficiency on any class now. So many things nerf charm, invisibility in-game too. Have some friends to pick about combat section that shuts my brain down. Tempting to make dnd5 mods but doesn't seem worth it really. I do get a bit magic the gathering vibe from various rule combinations. Just when I get used to non-maths rounding I find abilities that say round up like in maths. I wanna do a Psi fighter and a green paladin. I wonder why they bothered with multiclassing when so many classes can be built so be more sneaky or green or fighter or wizardy.
As dnd5 and cthulhu7 are more complex than early versions it's not a surprise light gaming popular and many just don't want tactical detailed combat in games. A basic dnd that primary aged kids could read and start play in an hour would still be good. It amazes me that a game company thinks a $50-150 to start play and weeks of study is normal.
Also I'm gonna get a yeti mike setup im determined to play online and podcast 2021 - can i just read my tables on tube?
Patrons section in Tashas did inspire this post.
Fraternal orders for high-level pals
So when you get to that stage of name level when you start to move into powers of a kingdom and get to know rulers more. Then around 14th you should be established and creeping into power range that is rare. Those nobles you could wipe out with their whole castle become possible and you don't need to be impressed by them anymore as you start invading other planes and lich wrestling. It is then various secret organisations might think you are worthy. Such offers might be rejected or create new enemies. Obviously, high-level types vary from game to game how common they are and apparently 30% of play is over 9th lv but you might still use these.
Membership - who gets an invite?
Public Goals - what do they tell the public?
Real Goals - what are they really up to?
Leaders - who is in charge?
you should decide where they are based and how many members there are
Order of the Green Veil
Public Goals
To help spread good faith about fairy kind and promote peace
To aid in situations where conflicts arise
Real Goals
To help fairy beings in human kingdoms
Don't kill faerie beings, driving away monsters and dark faerie is ok
Espionage for elvish nobles and divinity
Leaders
Each kingdom has a high-level elf noble and a council of name level elites
Members
Any who claim fairy blood may serve, most agents are elves
Followers
Many common folks serve them some are deceived with tails of faerie bloodlines, some addicted to faerieland food or pretty things though more fanatic ones trusted more. Dwarves, gnomes and halflings are neutral but humanoids outside fairyland are enemies









