General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
Drow: yay no Drizzt! Although, simply having a ranger with twf is fine, really, whatever the stats.
Also weird, however, drow in 4e don't really make good Clerics (the drow matrons) or Wizards. In the books, drow could either be clerics (the women) or became warriors or Wizards (the men).
I think the Cha bonus should have been Int, to facilitate the wizards. The clerics were always NPCs, so no reason to go that route.
Dwarves: The hammers are for the mining, and the axes are because of their hatred of Trees: thus the Druid theory. Seems to pan out.
Tiefling Infernaloks: Heh. That is funny, although I thought some of their powers were Cha and others were Con, maybe some Int. Mages and Warlords are also good, of course.
Eladrin: funny how they don't make good Feyloks. I mean, they come from the Feywild, but they suck at making pacts with Feywild spirits? Weird. Granted, they kinda *ARE* the feywild patrons, when they get to high level, so that doesn't make too much sense.
Of course dwarves make good druids. Haven't any of you folks read the "Cleric Quintet" - the seminal work on the iconic dwarven druid, Pikel Bouldershoulder?
Doo-dad!
Heck, he even had Int as a dump stat.
Brad
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Yes, and Pikel was also the *only* dwarven druid. Along with other named creatures like Gurg Muffinmuncher and Tug Cheekbottoms, an enchanted flashlight, a weaponized yo-yo, and other creations by RA Salvatore that Ruined the Forgotten Realms for years.
Yes, and Pikel was also the *only* dwarven druid. Along with other named creatures like Gurg Muffinmuncher and Tug Cheekbottoms, an enchanted flashlight, a weaponized yo-yo, and other creations by RA Salvatore that Ruined the Forgotten Realms for years.
Yeah, because FR never had any silly character names, magic item concepts et. al. before. It seems pretty easy to ruin FR.
And we´re talking here about the Campaign Setting that had a mail order catalogue supplier in 2nd edition.
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Count this post in the unfunny pile, but I never saw a problem with the notion of Dwarf Druids. Dwarves are people of stone and earth, and what's more natural than that? Just because they like rocks more than trees and burrowing creatures more than birds shouldn't disqualify a Dwarf from being a Druid; Dwarves just make a different kind of Druid.
I love how the 4e writers apparently believe that 'eldritch' is a synoym for 'magic'. Can anyone explain to me what's so eldritch about the eldritch giant? How about the eldritch blast?
Eladrin: funny how they don't make good Feyloks. I mean, they come from the Feywild, but they suck at making pacts with Feywild spirits? Weird. Granted, they kinda *ARE* the feywild patrons, when they get to high level, so that doesn't make too much sense.
Actually, if you take advantage of their Int bonus by taking all the Int-rider powers, and play up the teleportation too, they make pretty good Feylocks on the Feytouched track. The Int bonus also means they make fairly good Storm Scourge Feylocks.
Really, the only reason to say they're bad at Feylocks is that they don't have the Cha bonus, which isn't always the most important thing, as dwarf fighters show.
Dwarven Druids remind me of Denara from the otherwise atrocious Deities and Demigods. Anyway, if your players are ready to sacrifice character fluff to get the optimal numbers for combat you are not playing a roleplaying game anymore . . . Dwarven druids would either have to come from some strange separate dwarven culture or be anomalies and treated as such. (And such dwarven cultures can easily exist, like the chultan wild dwarves of Faerun or heck even the Wildhammer Clan of Azeroth who are shamans, druids and barbarians!)
What I find weird is masterwork armor, especially the heavy versions. Did noone notice that spiky armor progression was a poor idea? Was there a good reason to introduce tons of weird armor materials and ignore all the classics as base armor? And what happened to my chain shirts!
PS. As for Salvatore destroying the Realms, for him to do that he would have to actually have a relation to the realms. He never seems to care a tiny bit for what is cannon and what everyone else writes, his version of the realms does not match up well with the world as described in any other product. At least he doesn't do RSEs in his novels . . .
I love how the 4e writers apparently believe that 'eldritch' is a synonym for 'magic'. Can anyone explain to me what's so eldritch about the eldritch giant? How about the eldritch blast?
Eldritch blast and Eldritch Giants existed in 3E, too. I'm also pretty sure that it isn't necessarily meant to be a synonym for magic, but an adjective to describe powers and creatures that are otherworldly or alien in origin.
Last edited by Hexmage-EN; 28th May 2009 at 01:29 AM..
Eldritch blast and Eldritch Giants existed in 3E, too. I'm also pretty sure that it isn't necessarily meant to be a synonym for magic, but an adjective to describe powers and creatures that are otherworldly or alien in origin.
This. Eldritch actually means odd or macabre, not necessarily magic.
As a side note, arcane is not a synonym for "magical", but instead closer to "unknowable", "unnecessarily complex" or "esoteric." It has frequently been said that the full rules of baseball are rather arcane.
There is no Rogue sub-path or paragon path that uses intelligence as anything but a dump stat. That is odd, since in 3e intelligence rivaled dexterity as the most important ability score for rogues.
Wizards can't fly until level 16. Warlocks can fly at level 10. At least one non-arcane paragon path (like the Avenger's Unveiled Visage, and I am not going to look for others) lets you fly as soon as 11th level. That is really rubbing it in.
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Imagine this: Halfling Storm Sorcerer. The stats line up perfectly, but just the idea of a little halfling being whipped around by the winds of his own magic makes me chuckle a bit.
Imagine this: Halfling Storm Sorcerer. The stats line up perfectly, but just the idea of a little halfling being whipped around by the winds of his own magic makes me chuckle a bit.
Actually the halfling storm sorcerer reminds me of a personal old favorite, the halfling whistler (a bard build from the Complete Bard's Handbook). He could whistle up a storm
Speaking of Handbooks, the 2ed Druid's Handbook had Druids for every terrain type. Why couldn't Dwarves have Druids of the Mountains, or Underdark Druids?
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Because druids are all about appreciating nature as it is and dwarves are all about improving nature through work. For a dwarf a mountain does not have inherent beauty but it has potential beauty after hard work has been done to perfect it. This is very much opposed to the druid ethic.
I can't get the Armstrong family out of my head (from Fullmetal Alchemist) when I think about it.
Rage mage being viable makes me laugh too, (thaneborn barb/sorcerer)
Gnomes and Shifters(some kind of werewolf/catfolk hybrid race), along with bards and Druids are more 'exotic' then giant dragon men and Tieflings.
'Catfolk' still make good monks. It also amuses me to no end that you can eventually have a monk with an 8 wisdom. "I'm like... one with the universe and such..." *WAM* runs into a tree.
Also! Dragonborn make great Palidins. They also make great Fighters and Barbarians. They make pretty good Clerics as well. But if you want to kill someone with a big sword powered by holy energy, they are terrible (Avenger).
Imagine this: Halfling Storm Sorcerer. The stats line up perfectly, but just the idea of a little halfling being whipped around by the winds of his own magic makes me chuckle a bit.
I was considering playing a Halfling Wild Magic Sorcerer as a kendar who stole magic from the gods themselves.
"Hello! My name is Conmetheus. Perhaps you've heard of my brother?"
He would have had a deep fear of eagles, and he would never eat liver.
Cheers, -- N
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