4E [4e][OOC] Clash of Steel [13th level]
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  1. #1
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    Myrmidon (Lvl 10)



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    [4e][OOC] Clash of Steel [13th level]

    I've been kicking around the idea of running a 4e game in a somewhat arcane-centric setting -- the only 'magic' will be arcane; religion will exist, but there's no defiitive evidence for the existence of deities or nature spirits. However, if I go ahead and do this, I'll need to flesh out the setting a bit, and find a good free or Dungeon adventure (heroic tier, should not feature actions by gods or demons or their servants as the major plotline) to run.

    Character Creation Rules:

    allowed races: eladrin, elf, halfling, human, dragonborn, drow, half-elf, gnome, shardmind, changeling, warforged, genasi, pixie, satyr, Hengeyokai, Hamadryad

    allowed classes: any arcane or martial (but not martial and something other than arcane; so skalds are okay, but hunters are not) or shadow; also barbarian (reflavor as martial) and invoker (reflavor as arcane), warlocks cannot be infernal pact, vestige pact, star pact, or sorcerer-king pact

    Level: 13th

    no setting-specific feats, themes, backgrounds, or paragon paths except for Eberron Dragonmark/Dragonmarked House specific feats, paragon paths, and backgrounds (so FR and Scales of War backgrounds, and Dark Sun themes are out)

    Dragonmarks are allowed; product of riturals, not inborn, not tied to races. In 'good' countries, aberrant marks are only available from criminal organizations, and possesion of an aberrant mark is considered grounds for imprisonment (and exile or deportation if you cannot be found guilty of any other crime).

    all characters get one Expertise Feat and Improved Defenses for free

    swordmages also get Intelligent Blademaster for free (if I were allowing any other melee classes that didn't have a good melee basic attack, I'd do something for them too)

    The current characters are
    - eladrin warlord
    - pixie wizard (mage)
    - half-elf sorcerer (elementalist)
    - genasi swordmage
    - dragonborn warlock (hexblade)
    - gnome bard
    - Hengeyokai assassin
    - human figher|ranger hybrid

    More details about the party can be found at the Campaign Manager site.
    - Character sheets
    - Characters section of the Wiki
    Last edited by drothgery; Thursday, 8th November, 2012 at 03:45 AM. Reason: removed recruiting note

  2. #2
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    Grandmaster of Flowers (Lvl 18)



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    I like 4e, and I like arcanists, so this game is Of Interest.

    I also wouldn't mind collaborating a bit on the setting...if you wish to allow player contributions to such.

    But I have to ask...any Heroes of Feywild material allowed? That book is full of arcane goodess after all.

  3. #3
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    Myrmidon (Lvl 10)



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    Quote Originally Posted by Shayuri View Post
    I like 4e, and I like arcanists, so this game is Of Interest.

    I also wouldn't mind collaborating a bit on the setting...if you wish to allow player contributions to such.
    I'm fishing for ideas here, so yeah, potential players would definitely be welcome to contribute. The only place where I'd be a bit wary for suggestions from a potential player is in which published adventure to run (if the potential player has played or run said adventure before).

    Quote Originally Posted by Shayuri View Post
    But I have to ask...any Heroes of Feywild material allowed? That book is full of arcane goodess after all.
    I don't see why not. I mean, it's also full of primal goodness which you can't use (or at least will need reflavoring), but generally speaking anything martial or arcane in the Compendium is okay except for non-fey pact warlock stuff. May or may not allow shadow depending on the world we come up with.

  4. #4
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    Okay then...one thing, speaking as an arcanist, I think should be considered is the role of rituals. Specifically, rituals aren't really 'typed' the way class abilities are. They key of skills, but an arcane caster with a decent Nature skill can use 'nature' rituals. Same with Religion and religious rituals.

    So if this is a setting where only 'arcane' magic exists, some thought should be put into how to determine which rituals are okay and which are not. It's not a big deal for the 4e tactical combat game, but it makes a big difference in terms of RP and setting.

    Plus, it's useful to decide prevalence of magic. Just because there's no divine or primal power sources tells us little. Is it a low-magic quasi-historical setting? Or a high-magic setting where enchantments create the equivalent of a modern (or even post-modern) 'technology' with elementals doing laundry and levitating stone blocks carrying people around floating cities with towers composed of gleaming force?

    Or, more likely, somewhere in between.

    The role that magic plays in the cultures is important. You could have one nation that is a mageocracy...constantly skirmishing at its borders with the mage-enslaving empire to the south. To the west are the elves, to whom magic is so ubiquitous that it's no more or less threatening than a blacksmith's hammer...a tool that can also be a weapon. To the east is a city-state ruled by a paranoid, superstitious king who executes anyone capable of magic that enters his gates. There could be independent organizations of mages like Jordan's Aes Sedai, or there could be such a dearth of magicians that every one is a highly sought after commodity.

    In the absense of other forms of power (besides martial) to mitigate and compete with it, the shape of magic in the setting will have a huge impact on the world.

  5. #5
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    Myrmidon (Lvl 10)



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    Quote Originally Posted by Shayuri View Post
    Okay then...one thing, speaking as an arcanist, I think should be considered is the role of rituals. Specifically, rituals aren't really 'typed' the way class abilities are. They key of skills, but an arcane caster with a decent Nature skill can use 'nature' rituals. Same with Religion and religious rituals.

    So if this is a setting where only 'arcane' magic exists, some thought should be put into how to determine which rituals are okay and which are not. It's not a big deal for the 4e tactical combat game, but it makes a big difference in terms of RP and setting.
    Hmm, after skimming over the rituals in the Compendium, I think I'd want to allow most rituals, even ones that are keyed off of nature and religion. But I'd specifically disallow any ritual that explicitly gives you information or more direct aid from the gods, nature spirits, demons, and devils (if any of these exist, they are too far removed from the mortal realms to affect them directly), and anything directly tied to setting-specific elements that we aren't using (I specifically do want Dragonmarks in).


    Quote Originally Posted by Shayuri View Post
    Plus, it's useful to decide prevalence of magic. Just because there's no divine or primal power sources tells us little. Is it a low-magic quasi-historical setting? Or a high-magic setting where enchantments create the equivalent of a modern (or even post-modern) 'technology' with elementals doing laundry and levitating stone blocks carrying people around floating cities with towers composed of gleaming force?

    Or, more likely, somewhere in between.

    The role that magic plays in the cultures is important. You could have one nation that is a mageocracy...constantly skirmishing at its borders with the mage-enslaving empire to the south. To the west are the elves, to whom magic is so ubiquitous that it's no more or less threatening than a blacksmith's hammer...a tool that can also be a weapon. To the east is a city-state ruled by a paranoid, superstitious king who executes anyone capable of magic that enters his gates. There could be independent organizations of mages like Jordan's Aes Sedai, or there could be such a dearth of magicians that every one is a highly sought after commodity.

    In the absense of other forms of power (besides martial) to mitigate and compete with it, the shape of magic in the setting will have a huge impact on the world.
    I was thinking somewhat Eberron-esque (though probably without the backdrop of a century-long war); low-level magic is fairly common and largely controlled by the Dragonmarked Houses; powerful magic exists.

  6. #6
    Definitely interested, but I'm not reflavoring Barbarian to Martial will work. To supernatual at high levels.

    What about the Shadow power source and dark and gloom pacts? Does the Shadowfel exists alongside the Feywild? Just out of interest.

    Would be interested in playing a Half-Elf or Dragonborn Sorcerer (Elementalist).
    Last edited by Walking Dad; Sunday, 15th April, 2012 at 12:16 PM.

  7. #7
    I figured someone would speak to me instead of me starting. Didn't want all the recent posts to be me and shayuri

  8. #8
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    Quote Originally Posted by DarwinofMind View Post
    I figured someone would speak to me instead of me starting. Didn't want all the recent posts to be me and shayuri
    I think ENWorld's downtime (and possibly Sandy; I don't know where all of you guys are in the real world) may have been a problem here ...

  9. #9
    Well, I can't exactly speak as Vanri, so... :/

    Also, I'm alive! Sandy kinda went around us.

  10. #10
    oklahoma tends to be hurricane free, so if I'm having hurricane trouble we've got worse problems than play by post games.

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