| Post/Author/DateTime | Post |
|---|---|
| #1TerrainosaurJan 20, 2009 17:08:20 | What new elements should I include to help my players get the look-and-feel of 4e FR? I'm updating a level 1 adventure and want to make it feel like fourth edition Forgotten Realms. Just throw some ideas out there, I feel like I might miss good things. I don't want them to actually encounter Spellplague, but spellscarred NPCs and earthmotes are good. What else? |
| #2JudgeDookieJan 20, 2009 17:51:19 | You got it. That's about it. Unless you want a continent oppressive empire. ![]() |
| #3TerrainosaurJan 20, 2009 20:45:21 | I remembered something the WotC 4e team said about wanting the world to be more like "a Yes album cover". Here's the artist, Roger Dean. |
| #4lord_karsusJan 20, 2009 22:14:45 | I'm updating a level 1 adventure and want to make it feel like fourth edition Forgotten Realms. -Depending on what you use, and how in-depth you go and stuff, it can feel exactly like the Forgotten Realms that came before. |
| #5JudgeDookieJan 21, 2009 5:45:56 | Only if you strip out everything that made it 4e in the first place. ![]() |
| #6TerrainosaurJan 21, 2009 11:49:41 | Other than terrain, most everything is localized. If your adventure was set near Thay or in the formerly-shining South for instance, there are changes. The main places like the Dalelands, the North, the Sword Coast are all unchanged except for terrain. You could say the changes players would notice are in the Player's Handbook. |
| #7suin_bahhar_02Jan 21, 2009 12:31:33 | So what area have you decided to start in? From my experience the Realms feel at low levels is pretty generic. Remember the Realms is a detailed sandbox where everything D&D goes in one way or another. |
| #8TerrainosaurJan 21, 2009 13:04:36 | So what area have you decided to start in? My campaign is set in Luruar (the Silver Marches). I realized I ran it in 3.0 and 3.5, so why not rewrite it and run it in 4.0? I like the Realms for how easy to understand it is. If fantasy fans have an assumption of what a fantasy world is, the Realms are very close to that. So I don't refer to it as generic, I call it mainstream. Go with settings like Midnight (where the only god is evil) if you like, but with specificity come disadvantages. In 3.5 I didn't like how some stuff was crammed in with a shoe-horn. Monks were a struggle to fit in. But 4.0 seems better. The rules and the setting are more integrated. |
| #9suin_bahhar_02Jan 21, 2009 13:27:52 | Luruar has a distictive frontier feel to it. Starkly Points of Light. The realms has its share of specificties though, such as peoples strong inner relation to the polytheistic divine, their land and their family. This is mostly roleplay specific but some things have mechanic consequences. 3.5 monks have some very nice organisations to join in the realms. Everything can fit if you make it so as a DM, player or a fan of the setting. |
| #10lord_karsusJan 21, 2009 15:08:51 | Luruar has a distictive frontier feel to it. Starkly Points of Light. -Most of the North has always had that sort of "frontier danger" feeling to it. |
| #11TerrainosaurJan 21, 2009 16:48:05 | Yeah but that's not 4th edition-specific. Anyway, thread drift has arrived. I think the artist I linked to above covers what I needed. Thanks! |
| #12StiggerJan 21, 2009 17:07:28 | Yes... now there was a band I didn't need to be reminded of. Could go a long way towards explaining why I can't stand the 4e Realms really... |
| #13ody_seraph_of_cyric_dupJan 21, 2009 17:29:03 | Yes... now there was a band I didn't need to be reminded of. Could go a long way towards explaining why I can't stand the 4e Realms really... ![]() |
| #14Mr_MiscellanyJan 21, 2009 19:23:35 | One that that I do is use phrases like, "now that the Weave is gone, X is possible." For example, when the characters in my game use powers that draw on the divine power source I usually say something like, "Now that the Weave is gone, the power of divinities flows freely and is unrestrained. So as you call upon your Lance of Faith, a whorl of untamed magic opens over your foe. Divine energy from the outer planes flows out of the whorl and becomes focused as it closes, shaping the power into an argent lance of divine power that strikes down into the Zombie Rotter, destroying it completely." Another thing I do is to point out differences between the Realms as my players knew it from Third Edition and the Realms of the current game edition. If I was describing the Vast Swamp along the old Cormyrian/Sembian border, I would say something like, “Vast wetlands and marshes spread out before you to the limits of your vision. But where once the skies were clear save for the occasional bat or juvenile green dragon, patrolling flights of veserabs and griffons from far off Daerlun can be can be seen on the horizon.” Basically stuff like that. |
| #15StiggerJan 22, 2009 1:41:03 | Magic seems a tiny, wee bit weaker in 4e, so I'm not sure I'd say it was flowing more freely... but if the descriptives work for you, then that's good. |
| #16JudgeDookieJan 22, 2009 9:29:27 | Definitely appears weaker to me. Then again, that can just be my interpretation of the 4e rules system. Though, for the sake of 4e FR, you can always say that the world as a whole is still trying to master a new art form at this point in time. |
| #17StiggerJan 22, 2009 17:52:07 | Sure, you can justify it a number of ways, but that still doesn't really come out to the Weave being gone making magic stronger. Matter of taste really I guess, but it seems a bit disingenous. YMMV of course. |
| #18Mr_MiscellanyJan 22, 2009 21:36:47 | Though, for the sake of 4e FR, you can always say that the world as a whole is still trying to master a new art form at this point in time. That's deffinatley something I like to do. With the drastic changes to the Weave and magic in general, I think it makes sense to promote an "arms race" sort of feel to the setting. It also is a great excuse to have NPCs sponsor adventurers or other NPCs to go rob this or that mage or travel to places far away to see how "those guys over there" are doing magic. Throw in Returned Abeir and you've got another layer of magical mystery to add. If you figure that Abeir never had Mystra or the Weave, it makes you wonder how much more advanced they might be in using a magical power sources beyond the Weave to practice their arcane arts. |
| #19markustay63Jan 22, 2009 23:26:41 | I don' know about 'weaker'... Magic just seems..... different. Even though by all appearances it may look weaker, the fact is that Spellcasters can now perform the same spells over and over and over. Hmmmm... perhaps magic itself is weaker... which has given 'mere mortals' greater control over it? That could work by way of explanation for so much - Raw Magic was far too powerful for mortals to wield, and they were forced to manipulate meager amounts of arcane energy via the Weave, but the Spellplague and 'Weave explosion' caused the massive raw Magical field around Toril to disperse, making it both weaker and yet easier to handle. Think of it as the difference between handling raw Uranium before, and now it just has a very minute radiocative field. You may not be able to build atom bombs wth it, but at least you can carry around chunks of it in your pockets. Am I making any sense? ![]() |
| #20rauricJan 23, 2009 1:44:44 | Magic could be seen as a bit weaker but that may be the reason that casters can use most of their spells many times a day. In the past the spells would be "used up" but some were a bit more potent. If I were a novelist I would want to write about caster using the 4E form of magic and not have to worry about the "vancian use it and lose it" method. |
| #21StiggerJan 23, 2009 2:00:08 | To be honest, I'd hate both of them. While Vancian was really stupid as a concept, 4e's approach isn't much better. Give me Potter and a wand any day over it... 3e/4e wizards would get eaten for breakfast by a wizard from there if they had the same interest in combat magic. |
| #22markustay63Jan 23, 2009 10:26:49 | Potter Magic rules. ![]() Except... I can point out at least a dozen inconsistencies off the top of my head... Still, it was cool, even if it was all in pidgin-Latin. |
| #23StiggerJan 23, 2009 15:54:40 | Don't remember that many glaring ones from the books... movies, certainly, books not so much. I'd be curious to know what you're thinking on that. |
| #24JudgeDookieJan 24, 2009 0:08:12 | Sure, you can justify it a number of ways, but that still doesn't really come out to the Weave being gone making magic stronger. Matter of taste really I guess, but it seems a bit disingenous. YMMV of course. It’s called justification/self-denial/whatever. Fact is, it’s an excuse. Use it if you need one of the three aforementioned reasons. That's deffinatley something I like to do. Dude, you either ate shrooms right before 4e came out or continually smoke dope. I don’t know of another on these boards that can so easily be happy the way things turned out the way they did, not be able to find a reason why, and make what happened ok. Can you hook me up, ‘cause I’m almost depressed’ at this point. ![]() Am I making any sense? No! Now will you shut up?! My tortoise just did a back roll when he read this. Do you know how difficult that is? ![]() He’s 130 years old, you big boob!! Magic could be seen as a bit weaker but that may be the reason that casters can use most of their spells many times a day. In the past the spells would be "used up" but some were a bit more potent. If I were a novelist I would want to write about caster using the 4E form of magic and not have to worry about the "vancian use it and lose it" method. I’d say Bingo at 92.5%. ![]() Don't remember that many glaring ones from the books... movies, certainly, books not so much. I'd be curious to know what you're thinking on that. Thanks. You just opened up a whole new can of worms there, bud. ![]() |
| #25StiggerJan 24, 2009 0:31:09 | You might want to rethink that phrasing JD... that's almost certainly never gonna make it past the ORC stick once they see it. |
| #26JudgeDookieJan 24, 2009 0:37:29 | Then you will have to explain what the "ORC stick" is for me. Never heard of it. Would you like a cookie, but the way? :D |
| #27StiggerJan 24, 2009 0:39:36 | ORCs, formerly known as WizO's... And no, no cookies for me. Stupid dental work is keeping me down, much like The Man. |
| #28StiggerJan 24, 2009 2:47:58 | Well, you're certainly one of the more, though not the most, surreal people I've ever conversed with... |
| #29ORC_ParadoxJan 24, 2009 9:40:57 | I have removed content from this thread because masking is a violation of the Code of Conduct. You can review the Code of Conduct here: http://forums.gleemax.com/community_coc.php |
| #30lord_karsusJan 24, 2009 10:39:12 | -Can we get back on topic now? |
| #31kerym_ammathJan 24, 2009 10:48:37 | Magic is just different. In the 4th edition ruleset Rituals are where the really powerful effects come in. Rituals can also be instant plot devices. Your players want a floating city a level 30 Ritual will do it. I would have to say that magic now seems more mysterious in many ways, capable of much more. Rituals can be designed to be quicker if needed, or house ruled to fit your story. It is no longer even necessary to make it mechanical. You can even have one shot Rituals, or specific target Rituals. These are all story driven uses for spells, and the 4th edition design philosophy actually encourages their use as such. So while the common use of magic in combat has certainly been somewhat weakened in relation to other classes abilities, within the framework of the 4th edition rules it certainly holds it's own in combat and noncombat uses. The major difference for noncombat situations is that in some situations a mundane solution is actually better, however there are things only magic can do. Rituals help magic become more special, and those with extreme/permanent durations, make preparation and forethought the hallmarks of a master of the arcane. These are elements in previous editions that seemed to be lacking, mostly because magic was not nearly as interactive. It could be done, but it certainly was not made to be easy, and it certainly was not encouraged. So in answer to the OP while some clear visual differences between the Old FR and New FR exist, the way magic is spread, and used in the new setting lends itself very easily to descriptive narrative. I would say your best bet is to use magic as the narrative tool it is meant to be, accent this and it will certainly highlight a difference between the settings. A ritual casting can easily be the focus of an evening of gaming involving everyone in the party, where as before it was something noncasters would just ooh and ahh over give you the look of move it along, and gloss over it. This in my mind is one of the biggest differences, and I think it is a fantastic change because it makes the Realms more magical than before, without creating an imbalance in the rule set. |
| #32suin_bahhar_02Jan 24, 2009 11:27:57 | Thanks Kerym. I like ritual casting and minions the most from the new edition. I wondered how the ritual casting works in practice and the insight they are more like a party story effort now is really apealling for me. I am abit bugged by their costs though, making the components a bit too expensive. |
| #33kerym_ammathJan 24, 2009 11:57:17 | Thanks Kerym. I like ritual casting and minions the most from the new edition. I wondered how the ritual casting works in practice and the insight they are more like a party story effort now is really apealling for me. I am abit bugged by their costs though, making the components a bit too expensive. Like many things in 4th edition I take the component costs more as a guideline than a hard and fast rule. This is much like treasure parcels. Costs and treasure guidelines are really there to offer a baseline until people are comfortable enough with the system to improvise. At my table Ritual cost is really how much the components cost. Now the cost does not need to be in gold, or even necessarily items worth that much. I use it as a guideline for determining the difficulty of obtaining components, or even quests that needed to be accomplished to cast it. It does not really say anywhere that the components need to be physical in nature. In fact having to undergo purification could easily be a component of the Ritual. Also Residuum in spite of not liking the name is much more than just some lump of magic. It can easily be a golden apple that grows next to a pond in the Feywild, the feather of a Boar in the Shadowfell, water from a pure mountain stream, all of these can easily be Residuum, and can easily be components for a Ritual. Can they easily have a GP equivalence, yes all it requires is that the DM is flexible with the apportionment of wealth in his game. If the players see a Ritual as a story instead of just a means to an end then they are beginning to really understand the magic system in 4th edition. Rituals are not instant gratification, they are not undertaken lightly, they are not an auto win, they are what you do when no other option is available and only the powers of magic can succeed in a task. Some of the lesser Rituals are more common, easier to acquire components for, less mysterious, but the higher in level you go the greater the reach of the Ritual, hence its rising cost. Determining how that cost is fulfilled is an interactive discussion between the DM and the players, and if done right it will only enhance your game, add stories to it, fill in holes in plots, make down times interesting. I hope this helps a bit. It is just one way of doing it, but so far it has worked for me, maybe it will work for you. |
| #34StiggerJan 24, 2009 16:19:35 | You know, I was doing stuff like that in 3e, so while I applaud the move and the idea behind it, its not enough to make me say we're better off for it. Of course Mage: the Ascension shaped a lot of my views on the way magic should work, so I've never let myself be limited by the limitations of the old school Vancian system. Thankfully, I'm generally the DM, so that helps a lot too. |
| #35JudgeDookieJan 24, 2009 16:59:20 | Well, you're certainly one of the more, though not the most, surreal people I've ever conversed with... Eh. Sorry. Watched Billy Madison last night and my Retard-o-Meter went up two points. Not much, but that’s all it really takes with me. ![]() I have removed content from this thread because masking is a violation of the Code of Conduct. You can review the Code of Conduct here: http://forums.gleemax.com/community_coc.php Thank you!! My first ORC! I love you ORC! ![]() Though, I’ve read the rules and I don’t understand why I get harassed for Rule 3 when Rule 5 has been completely exploited around here. ![]() But I submit. :surrender Magic is just different. In the 4th edition ruleset Rituals are where the really powerful effects come in.... You know, I was doing stuff like that in 3e…. My agreement is with Stig. Rituals were already in place with 3e. They were simply never expanded upon as they should have been. Rituals are nothing more than a form of high magic, as far as I can see. |
| #36kerym_ammathJan 24, 2009 17:00:03 | You know, I was doing stuff like that in 3e, so while I applaud the move and the idea behind it, its not enough to make me say we're better off for it. Of course Mage: the Ascension shaped a lot of my views on the way magic should work, so I've never let myself be limited by the limitations of the old school Vancian system. Thankfully, I'm generally the DM, so that helps a lot too. Well you see my views were also molded by Mage: the Ascension, and while I strived to get the same things across it took more effort to force it on a system that was less than optimal for it. Instead I stuck with Earthdawn, WoD, and NWoD, where it is built in. When 4th came out I found a D&D edition that naturally supported the kind of play I enjoyed. In other words the kind of stuff I described has become almost the expected baseline, the system is built for it, making my job as a DM easier. I am not bashing 3rd just saying that it did not suit my needs, and I don't think that it encouraged the kind of play I described. This carried into the settings, hence my opinion to this being a major difference. |
| #37StiggerJan 25, 2009 10:20:15 | I'll definitely agree with you that it wasn't well suited to that style of magic, and required a lot of handwaving and ignoring mechanics, or a rather bothersome revision of mechanics. I went with the handwaving and ignoring myself, but I'll admit that only works well if you have a group capable of seeing it for what it is, not as a way to exploit things. I don't see it working well if you have powergamer or rules-lawyer types, among others, in the game looking for any edge they can. |
| #38kerym_ammathJan 25, 2009 10:28:06 | I'll definitely agree with you that it wasn't well suited to that style of magic, and required a lot of handwaving and ignoring mechanics, or a rather bothersome revision of mechanics. I went with the handwaving and ignoring myself, but I'll admit that only works well if you have a group capable of seeing it for what it is, not as a way to exploit things. I don't see it working well if you have powergamer or rules-lawyer types, among others, in the game looking for any edge they can. Agreed. At the time of 3e I did have one power gamer in my group who would have had a field day. I would have had to bust out some Sphere Magic to correct him :D |
| #39TerrainosaurJan 26, 2009 16:06:15 | Ok, this thread has become useful again. I guess I was thinking mostly look, but FR-specific rituals are a good idea. Shift mote lets you move an earthmote, for instance. Purge Spellplague and Purify Spellscarred allow you to eliminate spellplague and its effects, but how do you detect it? A light blue haze might be spellplague or maybe not. What level do you think Detect Spellplague should be? |
| #40kerym_ammathJan 26, 2009 16:34:26 | I would have to say make it whatever level you want for your game. In my Realms for instance I don't want it. It leaves "witch hunts" in the mix. In general "Detect Alignment" spells are just bad for the story, and in general hinder roleplaying in my experience. That said based on the existing Detect spells I would say 8th-12th would probably be reasonable depending on how difficult you want to make things. Hope that helps. |
| #41TerrainosaurJan 26, 2009 23:02:42 | I would have to say make it whatever level you want for your game. In my Realms for instance I don't want it. It leaves "witch hunts" in the mix. In general "Detect Alignment" spells are just bad for the story, and in general hinder roleplaying in my experience. That said based on the existing Detect spells I would say 8th-12th would probably be reasonable depending on how difficult you want to make things. Hope that helps. Huh? Witch hunts? I said Detect Spellplague, not Detect Spellscarred. |
| #42kerym_ammathJan 27, 2009 6:13:30 | Huh? Witch hunts? I said Detect Spellplague, not Detect Spellscarred. Oooopppss! Sorry about that. It would probably fall into the 6-10 range would be my guess. |
| #43TerrainosaurJan 27, 2009 8:36:55 | Thank you. I'll research rituals to see how to build them. |