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Author Topic: D&D 4e  (Read 11905 times)

kenada

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Re: D&D 4e
« Reply #75 on: August 27, 2008, 11:14:00 PM »
I’ve never played Eberron. Is it substaintially different/better than Forgotten Realms?

Eldmor

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Re: D&D 4e
« Reply #76 on: August 27, 2008, 11:35:10 PM »
I’ve never played Eberron. Is it substantially different/better than Forgotten Realms?
If you're looking for a completely biased opinion, yes. It is infinitely better and infinitely different. What region you're from is effectively a sub-race (all fluff). Drow aren't all either evil and Lolth-worshipping or CG dual-scimitar rebels. Magic is abundant yet low-level. Imagine "magepunk" as a setting. Everburning torches are the streetlights. Warforged serve as the near-endless labor. Entire guilds set up for things such as mundane/magical communication. Dragons are near-extinct/gods and left behind shards of their power that manifest as marks on individuals of certain races. The entire drow nation is an Indiana-esque jungle and ruin. Another nation got instantly destroyed somehow and now leaves The Mournland, an expanse of C'thulian nightmares and horrors with spells taking on lives of their own.
Pretty much canned awesome. Except it's a book.

Instead of the Fey campaign, I'm thinking of a jump-start 4e Eberron game. I still have lots of ideas to kick around, though.

kenada

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Re: D&D 4e
« Reply #77 on: August 28, 2008, 12:42:44 AM »
Nifty. A 4e Eberron game sounds like it’d be interesting, but I expect to be taking over DMing duties for our Saturday group this fall.

Combat_panda

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Re: D&D 4e
« Reply #78 on: September 13, 2008, 03:06:16 PM »
Ebberon is an awesome game setting, however there really isn't enough support for 4th ed for it yet. I mean you could force a fit, but there are 4 or 5 new races that would be hard to fit in. Unless they've released some kind of support for changelings, warforged, Kalashtar, shifters, Daelkyr 1/2 Bloods...

Can't wait to have our first meeting and get involved in some more games (even run one) also does anyone know if we got any info about including the GFA peeps...

kenada

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Re: D&D 4e
« Reply #79 on: September 13, 2008, 03:08:57 PM »
As far as I know, we haven’t heard anything from them.

Edit: FWIW stats to play a couple types of shifter and warforged are in the back of the Monster Manual.
« Last Edit: September 13, 2008, 03:13:54 PM by kenada »

kenada

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Re: D&D 4e
« Reply #80 on: September 20, 2008, 12:38:50 AM »
Since WotC hasn’t bothered to update the stock character sheets, I modified it myself to show INT for Nature rather than WIS (per the errata). I don’t use the stock sheets, but this might be useful to someone who does.


Edit: Nature is not an Int skill. The errata was actually fixing the wizard skill trained skill list, which indicated that it was. :o
« Last Edit: October 18, 2008, 02:53:00 PM by kenada »

Eldmor

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Re: D&D 4e
« Reply #81 on: September 20, 2008, 01:14:42 AM »
Ebberon is an awesome game setting, however there really isn't enough support for 4th ed for it yet. I mean you could force a fit, but there are 4 or 5 new races that would be hard to fit in. Unless they've released some kind of support for changelings, warforged, Kalashtar, shifters, Daelkyr 1/2 Bloods...

Can't wait to have our first meeting and get involved in some more games (even run one) also does anyone know if we got any info about including the GFA peeps...
Changelings and dopplegangers are the same thing now, and they are an MM race. Longtooth and Razorclaw Shifters are also MM races, and they show a theme that can make brewing other breeds easy.
Warforged are an MM race and even got an article with good crunch and fluff in Dragon 364.
Have a human take his +2 in a mental stat and give him a Telepathic Bond daily racial instead of an extra At-Will. You now have a Kalastar. Reflavor powers as needed until the Psionic power source is released.
Daelkyr are a special matter; I would make the symbiots racial encounter powers (refreshed upon Extended Rest if destroyed), give them +2CON for being genetically tough, darkvision, and I think that wraps up the package. EDIT: Include a resistance to psychic damage that scales the same as the Tiefling's fire resistance to emulate their land mine of a brain.

So with a little tinkering, Eberron is already there. WotC knows their campaign setting fanbase enough to not disappoint the wonder-child, post-apocalypse, magepunk fans. There's even a playtest article for the 4e Artificer, which, in 4e, is an Arcane Leader with Controller tendancies. They handled artifices well and integrating them into powers neatly without making them a paperwork nightmare like 3.5 Cleric and Wizard.
« Last Edit: September 20, 2008, 01:20:07 AM by Eldmor »