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Messages - Pair o' Dice Lost

#1
Random thoughts:

1) Regarding power lists by theme vs. power lists by class, one thing you might want to look at is doing at-wills and utilities by power source, encounters by role, and dailies and class features by class.  That way, the bread-and-butter powers for in and out of combat are determined by your schtick (martials swing swords, arcanists shoot fire, etc.), you can do things every encounter that definitively say "I'm a defender!" or "I'm a controller!", and your big guns are class-defining to really set them apart, kind of like how barbarians have their rages as dailies, wizards can swap out daily spells, etc.

This means that (A) people have less need for system mastery/memorization, as knowledge of at-wills, utilities, and encounters will transfer between roles as well as between power sources and (B) this increased overlap means you don't need to worry about repeating role-specific powers too much between power sources and will have lots more room to get creative with dailies.

2)
Quote from: XeviatAnother way I had looked at making the classes ended up looking like this:

[table snipped]

I left the warrior arcanist off because I cannot think of an iconic warrior/wizard that isn't just a multiclass.

How about the Sorcerer?  They have the basic fluff of "innate, uncontrolled magic," which lends them well to a very direct in-your-face style of magic while bards might be more tricky and wizards might be more...caster-y with theirs, and sorcerers got several melee-friendly variants towards the end of 3.5 and gishes are well-served by reusing a signature set of buffs and debuffs rather than being Swiss army knives, so the playstyle would be familiar to many people.  Also, sorcerers had plenty of special options like making good use of reserve feats, having those draconic-themed "sacrifice a spell to do X" feats, and similar that would allow a sorcerer to blur the lines of "casting spells" vs. "channeling magic" in order to differentiate it from other casters (for instance, while a fighter/wizard in 2e/3e might pre-buff before combat and toss a few blasting spells before charging in, sorcerers with Draconic Heritage and other dragon-y feats and features might have dragon scales for armor and could breathe fire in peoples' faces instead of blasting from afar).

3) Psions and wizards are fairly similar mechanically, but there are a few points where they have differed.  In 4e, of course, psions have the augmentation mechanic for greater on-the-fly flexibility.  In 3e, they had blasting powers where you could choose energy types on the fly and different energy types did different things.  In 2e, they had a psionic combat system that let them directly attack opponents' minds and do so faster than most other caster-types.  Putting these together, I would say the major difference between the wizard and the psion is that the psion is more tactical while the wizard is more strategic, if you know what I mean.
--The psion targets individuals well (messing with individual minds, quickly crushing single targets with overwhelming force, etc.) while the wizard targets groups well (creating free-standing illusions that can fool many people, filling the battlefield with spell effects, etc.).
--The psion improvises tactics on the fly (tailoring energy types, astral construct forms, and such to the situation) while wizards plan out strategies in advance (predicting the situations he'll face, preparing certain spells to be combined in certain orders, and such).
--Psions can be more subtle and sneaky in the thick of things (having no components or issues with armor mean they don't have to be obvious casters, many of their powers are invisible, etc.) while wizards benefit from having a bird's-eye view, sometimes literally (they are safer when separated from immediate combat, good range and vision help with targeting their wide-area powers, etc.).
--Psionic abilities are more ephemeral (many requiring concentration, not affecting the physical world, or similar) while magical abilities can be more grounded (lasting permanently, creating real or quasi-real things, and such).

So the difference, then, is not a matter of mental vs. physical, it's a matter of style, just like divine and arcane casters pre-4e shared many of the same spells but had differences in components, tools, synergies, and the like.
#2
Meta (Archived) / [Forum Philosophy] #10 - Alignment
October 11, 2009, 10:09:44 PM
I generally appreciate alignment as a metagame construct; you can say so-and-so is lawful evil or similar and people have a general idea of their overarching "theme."  In-game, however, I agree with those who say that it's only useful as a mechanic and not as a classification of character actions or personality.  I subscribe to the philosophy that actions determine alignment rather than the reverse (as it obviously should be), so I've never had issues with falling paladins or "I am chaotic therefore I do X" scenarios, and I tweak the rules to make mortals much more vague when it comes to alignment detection and anti-alignment spells, so it doesn't impact my games all that much.
#3
Homebrews (Archived) / Death from the Depths
August 26, 2009, 09:52:18 PM
Quote from: Light DragonGood luck at college. If I may be so bold as to inquire, what is your major?
You may; I'm doing a dual Computer Science/Cognitive Science with a minor in Philosophy.
#4
Homebrews (Archived) / Death from the Depths
August 24, 2009, 05:48:22 PM
Quote from: Light Dragon2. I am sort of baffled that I seem to be the only person reading your setting (or at least commenting). I really believe that this setting is one of the best here on the CBG.
3. Ah, so what other religions/cultures did you draw on for the demons?[/quote]4. I am still trying to brainstorm on what could be necessary to see. You seem to have covered the big points. You have done major figures, countries, weapons, magical items, monsters (unless there are other animals flora/faunae other than the demons), you've done the characters, the classes (and given a nifty chart (!)), you've done culture and festivals, we had a look into the psychology of the characters, you did magic, you covered adventures.[/quote]This has been a nifty "beer-and-pretzels" drop in, hit hard, and get out setting creation-- very instructive to those of us who are more verbose.[/quote]a. There is always, the topic of the fortnight: Organizations. Are there any organizations in the world?

b. There is also- famous sites? You mentioned the islands and some cities, but what I am thinking of are natural sites? I suppose they have mostly been destroyed- but are there any decaying volcanic citadels that used to be extremely holy to the Fae? If so, it might be an interesting adventure seed to go back and try to resanctify or reclaim one of those places? Such as the place where the Aos Sei first escaped the world from (if they emerged from one particular area in the ocean).
[/quote]
Hmm...organizations and holy sites.  That's a good idea, and would provide plenty of hooks.  I'll think about that and put something up later this week; I'm heading off to college tomorrow and probably won't have internet access until Friday.
#5
Homebrews (Archived) / Death from the Depths
August 21, 2009, 09:58:22 PM
Quote from: ==
I do not usually read timelines, but your timeline here was nice, short, and to the point. It was useful for better understanding your world.

===
I also liked the addition of the movers and shakers.[/quote
Elsewhere you noted a Celtic inspiration. I just wanted to note that at least with the demons I get a sort of vibe similar to that of Buddhist hell. Was that purposeful or coincidence (I figure the latter).
The Celtic theme was mainly meant to be for the "good guys;" I figured having a different mythological basis for each side in the conflict would highlight their differences and conflict.  I wasn't aiming for the demons to draw from the Buddhist hell as a whole, but that was one of the religions/cultures I cherry-picked for inspiration,
#6
Meta (Archived) / Friday Forum Philosophy - Week 4
August 21, 2009, 01:54:10 PM
Quote from:  Tolkien" mold.)

As for the least interesting aspects...I don't think I have any particular dislikes, to be honest; I'll read about fantasy politics and calendars just as readily as races and magic and such.

[quote
Do you concern yourself most with ideas, or do you think poetic language, assonance, and grammar checking are of high importance? Does a lack of organization bother you when reading someone else's setting?
What constitutes a good description? What details do you include? How do you strike a balance between brevity and completeness?[/quote]
#7
Meta (Archived) / Friday Forum Philosophy - Week 3
August 21, 2009, 01:40:31 PM
Quote from: SilvercatMoonpawPeople also seem to do this with hobbits/halflings sometimes (names like "pech" and "half-men" are some I read).
Just as a minor note, "pech" is actually the name of a small Celtic fey known for its ridiculous strength despite its stature, so chances are someone using that one either is going for a Celtic (or generic real-world mythological) tone in the setting or is actually going for token short race that is different from the usual hobbit tropes.

Using "half-men," though, is pretty much just renaming halflings.
#8
Homebrews (Archived) / Death from the Depths
August 21, 2009, 01:35:02 PM
Well, no one's posted in a while and several people said they'd comment on this (you know who you are, yes, that means you), so here's one last post for feedback.
#9
Quote from: PhoenixI'm sorry, I don't accept your analogy.

Nor do I find argument by analogy particularly convincing in most cases; better for amusement than constructive reasoning.
But then again, I don't see anything you've mentioned so far as a big change to the setting. To be honest, even if they had entirely removed the dragonmarked stuff I don't know that I'd call it major (although perhaps not minor). It doesn't change the feel much for me.

If they said no more warforged, lightning rails, or other technocraziness, that would be pretty major, to me. Though I don't know that I would say it would ruin things, since I don't believe in the idea of a Platonic ideal for a setting.

But then, I didn't love Eberron to begin with--I liked it way more than FR, but I didn't love it. If you were a huge fan, then I can see not wanting something you love messed up. But that brings me back to, if it wasn't broke for you, you've got nothing to complain about.[/quote]
I guess this is where our tastes diverge.  For you, removing warforged is a big change and changing dragonmarks is minor; for me, warforged (and shifters and deathless and...) being able to get the wrong dragonmarks is just as big a change as removing warforged.

As to not having anything to complain about...well, kind of.  I know you don't like analogies, but humor me for a moment--did you like the original Star Wars movies?  Assuming that's a yes (who doesn't?), did you like the prequel movies?  Some people liked them just fine; hardcore Star Wars fans (such as myself) disliked them for their contradiction of previously-established canon and stilted plots.  Yes, I can watch only episodes IV-VI and act as though the prequels never happened (which I don't, but just for the sake of argument), but anyone introduced to the "new" Star Wars who hears I'm a Star Wars fan is going to start talking about Gungans and midichlorians and General Grievous and all that.  Changing many of the iconic aspects of Eberron has a similar effect--someone starting on 4e Eberron is going to think of the setting in a different way from someone who played 3e Eberron and switched to 4e Eberron, and both are going to think of the setting in a different way from someone who only played 3e Eberron.

It might just be that the only aspect of the 4e transition I really hate is the discarding of all of the older edition canon, and as FR is nuked, and Planescape is relegated to a sidebar in MotP, and Greyhawk is summarily ignored, I simply find the Eberron changes slightly more drastic than I would if they were alone because it's part of a general "shoehorn settings into the 4e mold" trend, and seeing new players thinking of 4e as the Way D&D Is while not knowing anything about the shared lore and quirks that make me like D&D just rubs me the wrong way.  Who knows; I guess when I get interested in a hobby I just take it too seriously.  I'll stop derailing a DS discussion with Eberron and let others contribute.
#10
Quote from: PhoenixDunno, sounds like relatively minor tweaks to me. Some necessary, some just to fix things maybe some people complained about.
The change to lycanthropy was a change to 4e. It's not the same as a tweak to Eberron.[/quote]But I can't see how any of these things mess up the setting. That idea presupposes that there is some kind of Platonic ideal of Eberronness out there that we should strive for, and if so, it was achieved in the first printing, so any retcon deviates from it.

Now if the problem is that you had an existing campaign going, but you wanted to switch that campaign from 3.5 to 4e, and could accept those changes, but not setting changes, I suppose that's a different issue.[/quote]
I'm not running an Eberron campaign at the moment, no.  And, yes, I'd say that any retcon deviating from the 3e version by this degree is getting too far from the ideal.  If the minor tweaks were actually minor, that would be one thing--you know, changing the name of one of the Sovereign Host, moving Darguun slightly southwest of where it is now, things like that.  The Dragonmarked houses, the ideology of the Silver Flame, manifest zones, the nature of magic item creation...all of those are central to the theme of 3e Eberron, and all of those are changed in the 4e version; the exact name of one god or the location of one nation, not so much.
#11
Quote from: athas.orgAthas.org?[/url], in particular http://athas.org/products/ds3#description

Being one of the official fan-sites allowed to develop conversions for dead settings or however that deal went back in the day, it's both non-wizards and non-4e :P

I can't speak for the quality though, but it looks fairly decent browsing through the last release. (I personally stear clear of fan-sites, but I understand others here have a different opinion ^_^).
Not spending a lot of time browsing DnD lately, what were the "minor tweaks" to Eberron?[/quote]
Things like, oh, letting any race have any dragonmark and undermining the entire basis of the Dragonmarked Houses and thus the basis of almost the entire setting--yeah, they say it's only for the PCs "because the PCs are special!" but the dragonmarked feats are so good that you're practically guaranteed to have an entire of party with mismatched dragonmarks and if you're playing in Eberron at all it's stupid not to take them.  Yet they still have Aberrant dragonmarks, when prior fluff held that a dragonmark on the wrong race (from a mixed-race pairing, for instance) ended up as an aberrant mark....

Things like randomly making up "feyspires" or some such that are entire eladrin cities literally plopped down in the middle of nowhere in the Mournland and Xen'drik and all that...when the whole point of those places is that they're too dangerous to live there, and plopped down right smack in the middle of Khorvaire...when their existence requires a few massive retcons.  Plus, the eladrin ability to step into the Feywild to teleport (which they still have) makes no sense if they've actually been kicked out of Thelanis as they claim.

Those are the two big ones; there are some less prominent ones, like changing the artificer's schtick because ritual casting makes its older one (which was fairly strongly tied into the setting's assumptions with the artificer vs. magewright thing) obsolete, or changing the mechanics of lycanthropy so huge chunks of the Silver Flame fluff make no sense any more.
#12
Quote from: SarisaAs an afterthought: 4th ed. plainly states that the PCs are heros even at level one. I'm no expert but I believe 3.5 did not have the same premise. I don't know if that matters but there you are.

3e and prior assumed you started out just like everyone else, and reached hero status around 5th-6th level for 3e, 7th-9th for 1e and 2e.
#13
This is great news, but I don't know if I trust WotC to do it well after the cluster**** that was 4e FR and the "minor tweaks" to 4e Eberron (that were actually significant changes).  I'd love to play Dark Sun again, but not any version from them, and it's certainly not enough to get me to use 4e.

Quote from: Gamer PrintshopLike many, I was one those who played Athas, back in 2e days. The idea of the setting is really cool. If it were something you read on the back cover of a book describing what it inside - you might think, wow, this sounds awesome.

But then I played Dark Sun, and I really quite hated the whole thing.
Might I ask what about it you hated?
#14
Homebrews (Archived) / Death from the Depths
August 14, 2009, 10:12:58 PM
Finished the last post with the addition of a bunch of festivals to fit the fortnightly theme.

I'm somewhat at a loss as to what to describe next (same thing happened to my last setting, where it's straightforward enough as to not need tons of background and explanation), so if anyone has a burning need to see something, let me know.
#15
Quote from: Stargate525I see. So those five areas are just general locations; they don't have to be placed exactly in the middle or anything.

Right.  The farther you go along the active -> passive -> augment -> descriptive progression, the less stringent it gets, so you go from "Thou shalt place the active runes in the exact center of each circle" to "Stick the augment runes in this triangle."