| Post/Author/DateTime | Post |
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| #1lonewolfMar 14, 2009 19:39:46 | Does anyone have any ideas what the game-mechanical effects of the planes might have under 4th edition rules? Similarly, any ideas on the game-mechanical effects of manifest zones? |
| #2ieattrollsforbreakfastMar 14, 2009 20:17:57 | Does anyone have any ideas what the game-mechanical effects of the planes might have under 4th edition rules? Perhaps you could stat up planar effects on a case-by-case basis using the trap/hazard rules? There were instructions in one of the early Dragon magazines that would help with that. For the elemental type planes like Fernia, Risia and possibly Irian and Mabar, a simple rule could be that whenever a characters uses a power with a specific keyword (fire, cold, radiant, necrotic respectively) in a manifest zone or connected region while the plane is coterminous, a level-appropriate minion elemental monster spawns in a square adjacent to the power user. In a Syrania manifest zone like Sharn's (that is, one enhancing flight), the particularly strongly connected areas might be statted up as a hazard that attacks reflex whenever the character takes a move action to move or fly more than X squares. If the attack hits, the character slides X squares or falls prone at the end of the movement. |
| #3PJammaGodMar 16, 2009 5:51:52 | Personally I'd use manifest zones, coterminious and remote planes in a more flavourful way rather than hard crunch. Having them in these various states would be better tied into ritual effects rather than situational round by round combat. Perhaps using fire based rituals when Fernia is close could reduce or even negate the cost of such rituals. When Dolurrh is close bringing a person back from the dead doesn't always work right, a great way to introduce a Dhampyrinto the game. When Irian is close you can regenerate that lost limb, when it's remote you've got problems blind Jim. Maybe a ritual to plane shift doesn't work right, instead summoning a group of archons to the location (tied to either Fernia or Risia), which the party must defeat before attempting the ritual again. You've got all sorts of tasty possibilities. Just my musings, as usual it's up to the DM what they want to do. |
| #4ieattrollsforbreakfastMar 16, 2009 10:07:09 | Personally I'd use manifest zones, coterminious and remote planes in a more flavourful way rather than hard crunch. Having them in these various states would be better tied into ritual effects rather than situational round by round combat. Better yet, do both. I think it really depends on the location and the type of scene. For general effects, that work while a plane is coterminous wherever on Eberron you are, I'd go with PJammaGod's ritual ideas. The effects on the those rituals could become more pronounced the closer you get to the planar environment, so for the Fernia examples the cost might be lessened anywhere, but near a volcano completely negated. Or a flight ritual's cost may be lessened the higher the altitude at which the ritual is cast (making Skyway in Sharn an ideal spot). Then for combat scenes in the planar-like environments, go with traps and hazards. In combination, ritual variables and hazards would make manifest zones and coterminous planes come alive at every point along an adventure. |
| #5GiloMar 16, 2009 11:06:19 | When Irian is close you can regenerate that lost limb This gives me an idea for my next session: The PCs are on the Droaam side of the Graywall Mountains. A gargoyle scout (which they failed to intercept) in the service of a local warlord is directing more and more Ogre patrols their way and its sunset. The Irian manifestation zone will be in the form of a shiny crystal cave (something like the Fortress in Superman), its light makes it very visible at night. If the PC will decide to make their last stand at the cave entrance they will receive 5 regeneration (maybe 10 if they go further in - but then the Ogres will enjoy it too) throughout the encounter. |
| #6BeleriphonMar 17, 2009 22:28:41 | The Irian manifestation zone will be in the form of a shiny crystal cave (something like the Fortress in Superman), its light makes it very visible at night. If the PC will decide to make their last stand at the cave entrance they will receive 5 regeneration (maybe 10 if they go further in - but then the Ogres will enjoy it too) throughout the encounter. That is a great idea, I'd go with a +2 to damage in manifest zones as appropriate to the damage type, and -2 damage for the opposite type. Also decreasing the difficulty of rituals in the correct manifest zone is another good way to bring forth that flavour, and give a little bonus for paying attention. |