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Discussion - LEW 4th Edition
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<blockquote data-quote="Someone" data-source="post: 3753599" data-attributes="member: 5656"><p>About time, travel and inconsistent travel times, I'll drop an idea that I used once in a short Simbad-esque campaing. Take whatever you like from it.</p><p></p><p>Lands in that campaing were islands of various sizes, from tiny to continental. However, the sea among them wasn't a normal ocean - it was a transitive plane. So you sailed out of town, and as soon you lost sight of land, you were in that plane. Sailing through the ocean was more an art that science, and undoing the way didn't guarantee to carry you back to where you came. However, well travelled routes were easier to sail, and most ships stuck to them. </p><p></p><p>If you don't like ships because of the lack of rules, you can substitute the Sea with the Wilderness or the Forest.</p><p></p><p>The advantage of this setting are:</p><p></p><p>- Inconsistent time travel is incorporated to the setting. One ship or caravan may need one month to reach B from A, and other just two days, and that won't matter because a) The second ship's captain is more skilled (or the second caravan's guide more experienced) or b) The strange nature of the transitive plane.</p><p></p><p>- You don't worry about some new place you wanted to place your adventure don't fitting the stablished map, because there's no map. You can't map the Sea (or the Wilderness)</p><p></p><p>- When you find a new place it doesn't have to be the normal Material plane; they can work as demiplanes. Most places where people live follow the Material plane rules, but others can be wholly different. You don't need to be high level to go "plane jumping".</p><p></p><p>- You can place a Tarrasque (a herd of Tarrasques, in fact) two days from Main City and don't worry about it eating the city.</p><p></p><p>- Strange beings and races are easy to include. they come from their own strange land.</p><p></p><p>- Drawback: We don't know the rules and there's a chance the setting may not fit well within 4e rules; my version forbid for example Teleporting between islands (you needed Island/Plane shift for that) so if this idea is adopted we may need some adjusting or house ruling. Also, the setting may be too open for some tastes.</p></blockquote><p></p>
[QUOTE="Someone, post: 3753599, member: 5656"] About time, travel and inconsistent travel times, I'll drop an idea that I used once in a short Simbad-esque campaing. Take whatever you like from it. Lands in that campaing were islands of various sizes, from tiny to continental. However, the sea among them wasn't a normal ocean - it was a transitive plane. So you sailed out of town, and as soon you lost sight of land, you were in that plane. Sailing through the ocean was more an art that science, and undoing the way didn't guarantee to carry you back to where you came. However, well travelled routes were easier to sail, and most ships stuck to them. If you don't like ships because of the lack of rules, you can substitute the Sea with the Wilderness or the Forest. The advantage of this setting are: - Inconsistent time travel is incorporated to the setting. One ship or caravan may need one month to reach B from A, and other just two days, and that won't matter because a) The second ship's captain is more skilled (or the second caravan's guide more experienced) or b) The strange nature of the transitive plane. - You don't worry about some new place you wanted to place your adventure don't fitting the stablished map, because there's no map. You can't map the Sea (or the Wilderness) - When you find a new place it doesn't have to be the normal Material plane; they can work as demiplanes. Most places where people live follow the Material plane rules, but others can be wholly different. You don't need to be high level to go "plane jumping". - You can place a Tarrasque (a herd of Tarrasques, in fact) two days from Main City and don't worry about it eating the city. - Strange beings and races are easy to include. they come from their own strange land. - Drawback: We don't know the rules and there's a chance the setting may not fit well within 4e rules; my version forbid for example Teleporting between islands (you needed Island/Plane shift for that) so if this idea is adopted we may need some adjusting or house ruling. Also, the setting may be too open for some tastes. [/QUOTE]
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