Legend of Zelda 4e?

Post/Author/DateTimePost
#1

Mist-Bound

Jan 25, 2009 9:33:54
I apologise if this isn't the right place for this topic, but it seemed appropriate. Back before 4e was even a rumor, there was an ongoing project in the D20 sections of this board to create a D20 setting based on the Legend of Zelda games. I have three questions:

1: is the project still ongoing?

2: is it still possible to download its files, and if yes, from where?

3: are there any plans to update aforementioned project to 4th edition D&D? If not, or if the project has died, would anyone be interested in working on a 4e Legend of Zelda setting?
#2

space_dragon

Jan 25, 2009 9:53:27
I have 4e stats for skull kids and ghoma, if that helps.
#3

silvercatmoonpaw

Jan 25, 2009 10:10:12
Go here:
http://homepage.ntlworld.com/da.vane/ZeldaRPG.htm
and lick on "Zelda RPG". I think that should work.
#4

Mist-Bound

Jan 25, 2009 10:23:58
Thanks for the link, SilvercatMoonpaw.

Space_Dragon; if you're interested in helping, then I'm pleased to accept all the help offered. I actually do have a few thoughts on the subject, random and disjointed as they are.

In 4e, I think many of the drawbacks that the races had in-game and in the Zelda D20 project would be ignored. Not just because it's 4e policy for PC races to have only advantages, but also because they don't really work in D&D if any edition. In Majora's Mask, a single Fire or Cold attack would kill a Zora instantly- translated faithfully, that means an Epic Zora PC would die with one hit from a Fire Bat. One or two were even retconned within the games- in Twilight Princess, Gorons don't float, but they can "swim" due to not needing to breath; simply say that a 4e Goron uses Endurance to swim rather than Athletics (reflecting them getting in, sinking, then pushing against the flow of water to walk along the riverbed and then climb out) and you're done.

On a different topic, I don't think the Power Sources from Core would fit. The characters have always mixed and matched abilities, in D&D terms, and, hell, even the native magic could be seen as a mixture of Arcane and Divine. My recommendation then would be to make new classes for the setting based on three canon power sources: Courage, Power and Wisdom. This lets us not only use more variety in class powers, but also feels a little more true to the setting, don't you think?

If you agree with my thoughts on setting Power Sources, I've some thoughts about how they'd impact on the classes descending from them.
#5

Mist-Bound

Jan 25, 2009 16:51:12
Just figured I might as well detail my thoughts on the Courage, Power and Wisdom sources lest I forget them. It also gives people a chance to poke holes in them. In all cases, the classes may wield weapons, magic, or a combination of the two, which is appropriate to the games from which they stem. How, precisely, a class taps into their power source is something I think would work best if left up to the player. A Wizzrobe (Power Controller) might have an instinctive ability to tap into magic, might be a student of destructive spells, may wield terrible artifacts from a lost age or be blessed by some spirit/diety, for example.

Courage
Courage classes draw power from their tremendous will and fortitude. Stalwart defenders and merciless killers both may draw upon this source. Characters powered by Courage are nearly impossible to deter, relentlessly advancing towards their goal and using this sheer drive to overcome all obstacles in their path. Courage classes are likely to have either high hit points, high healing surges, or both, and class moves are likely to have 'risky' or 'sacrificial' themes. A stance that decreases AC but increases attack rolls, a move that sacrifices health for extra damage, things like that.

Power
Power classes believe in one thing; Force. Might is right, and Power is the means and the end. Power classes overwhelm and crush obstacles with sheer strength, whether this be expressed as corrosive mysticism or savage swordplay, but this does not mean that all such classes are wandering disasters. Power is all the more deadly when focused, and precision can amplify its effects greatly. Power classes are likely to have high damage attacks, but mediocre defences.

Wisdom
Wisdom classes are enlightened and educated characters, beings who have studied the world around them and learned how to bend things to their will, either literally or metaphorically. From the sagely character who wields ancient mystical incantations, to the cunning warrior who uses stealth and agility to direct foes as they would have them, the Wisdom classes use their brains first and their muscles second. Psychic damage, possibly Radiant if we want to further tie into the themes of "light of inspiration" that show up in the games, emphasis on the Reflex defence and tricks like blinding, sliding and stunning all suggest themselves as part of Wisdom's arsenal.

For the curious, I'd describe Link as a Courage Defender, Ganondorf as a Power Striker, and Zelda as a Wisdom Leader (multiclassed into Wisdom Striker during Ocarina of Time).