Oh, yeah, it's really good at that. If there's a (as in singular, rather than many, often working at cross-purposes and/or unaware of each other) large (as in 'could deploy 100s of agents to fight the PCs') government conspiracy, it's not designed for that, and I think you'll need to chunk that 1 conspiracy down into a dozen or so sub-conspiracies all with mildly-different but interconnected goals, though.
Taylor Lane
Creator of
Recent community posts
Yeah, I've read it. Mechanically it's sorta.... ehhhh? It lacks the courage of its convictions. Why write a cattle stealing procedure if it's going to be so boring? Why write that the PCs have fated deaths if you're not going to say "and this is literally the only thing that can kill them" and mean it?
I also think that it has this sorta weird D&Ditis thing going on where like, it ultimately really wants you to dungeon delve and KC was willing to twist the entire setting around to get that to happen, rather than doing the super obvious thing of going "you are minor anglo-saxon nobility. You go on the VERY REAL raiding and petty kingdom-building adventures that VERY REAL anglo-saxon minor nobility went on". It's a bizarre waste of an entirely serviceable historical premise. Anglo-Saxon minor nobility had dungeons. They were called "any town controlled by someone they disliked enough". Use that.
so, the answer is somewhere in between.
Firstly, no Troika wouldn't be acceptable -- it requires generating stats for the monsters and so on that are not directly created from the stats you could find in the stat block of a monster from any edition of D&D.
However, your new system does not have to use armor class, hit dice, or saving throws -- it can discard them. The constraint is not that it must use these things, but is instead that it must not use undefined things outside of them. Further, to the extent it does accept these things it must accept them in whatever form the original adventures present them.
If it helps, you can think of your new system as a set of houserules for some edition (or editions) of D&D so extensive that they constitute a new game BUT one that can still more or less use the content made for the game that you originally started houseruling.
So, I've seen this sort of suggestion come up a lot.
The issue is that it requires a strong editorial voice, quality control, and multiple revisions for everyone (as well as sometimes just telling people 'no') to maintain any sort of coherence, tone, or even basic compatibility or respect for canon.
This is not only a lot of work that I would have to do, but would also probably require that I piss people off in the process. I would rather not!