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Keith Baker (creator of Eberron) Q & A thread
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<blockquote data-quote="Gargoyle" data-source="post: 1662768" data-attributes="member: 529"><p>I'll be looking forward to the ruling. I like the Mournlands as an area in the generally low-level continent of Khorvaire that can easily challenge higher level characters, and where lower level characters would tread lightly...a sort of danger zone. </p><p></p><p>My thoughts on it for the design team, if anyone is interested:</p><p></p><p>- I like the harshness of the Mournlands, and wouldn't want to see "Mournland potions of healing" or other portable ways to get around it. After all, if the player characters are hurt badly, they can always leave and come back, and this would keep them from going deep inside the Mournlands, preserving some of the mystery for later in the campaign. </p><p></p><p>- I do like the idea of manifest zones of Irian or Lammania within the Mournlands. Finding such an oasis, and interacting with the creatures there would be an interesting twist. This is much better than the potion idea in my opinion, it keeps the Mournlands dangerous instead of replacing one type of potion with another. Assaulting the fortress of the big bad guys becomes much more difficult without being able to heal on the spot, and allying with the residents of these zones becomes important, and most importantly, <strong>tactics such as retreating become part of the player character's playbook. </strong> </p><p></p><p>- If you are going to have "native" creatures of the Mournland be able to heal and regenerate, I would define that with a template and a possible CR adjustment. Saying that such native creatures cannot heal normally outside of the Mournlands is irrelevant...we'll never see Mournland trolls outside of the mists. It would be like a player character druid who could cast spells at +1 caster level in the forest...but who suffers a -1 elsewhere, all in a campaign where he never leaves the forest. It's a false balance.</p><p></p><p>- Player characters will use whatever method they have to in order to heal themselves while in the Mournlands, so any method you allow will be something they will use. If regeneration works there, higher level parties will craft <em>rings of regeneration</em> for each member. If Mournland potions are needed, they'll craft plenty of them. </p><p></p><p>- There is a paradox in a land where no healing takes place. The way I would deal with it, and plan to handle it in the meantime, is to say that no healing can take place in the Mournlands of any type (except possibly in those rare manifest zones). Creatures that die are replaced by other creatures from some horrible source, possibly eldritch machines that caused the devastation in the first place. If it becomes too harsh, maybe I'll allow some limited magical healing. Having healing spells work for half the effect, like they work on warforged, might be good enough to make life hard. Shutting down one of the eldritch machines in the Mournlands might be what the player characters need to do to let healing magic work at half strength. It would make a great adventure for higher level characters who want to feel like they are changing the world.</p></blockquote><p></p>
[QUOTE="Gargoyle, post: 1662768, member: 529"] I'll be looking forward to the ruling. I like the Mournlands as an area in the generally low-level continent of Khorvaire that can easily challenge higher level characters, and where lower level characters would tread lightly...a sort of danger zone. My thoughts on it for the design team, if anyone is interested: - I like the harshness of the Mournlands, and wouldn't want to see "Mournland potions of healing" or other portable ways to get around it. After all, if the player characters are hurt badly, they can always leave and come back, and this would keep them from going deep inside the Mournlands, preserving some of the mystery for later in the campaign. - I do like the idea of manifest zones of Irian or Lammania within the Mournlands. Finding such an oasis, and interacting with the creatures there would be an interesting twist. This is much better than the potion idea in my opinion, it keeps the Mournlands dangerous instead of replacing one type of potion with another. Assaulting the fortress of the big bad guys becomes much more difficult without being able to heal on the spot, and allying with the residents of these zones becomes important, and most importantly, [B]tactics such as retreating become part of the player character's playbook. [/B] - If you are going to have "native" creatures of the Mournland be able to heal and regenerate, I would define that with a template and a possible CR adjustment. Saying that such native creatures cannot heal normally outside of the Mournlands is irrelevant...we'll never see Mournland trolls outside of the mists. It would be like a player character druid who could cast spells at +1 caster level in the forest...but who suffers a -1 elsewhere, all in a campaign where he never leaves the forest. It's a false balance. - Player characters will use whatever method they have to in order to heal themselves while in the Mournlands, so any method you allow will be something they will use. If regeneration works there, higher level parties will craft [I]rings of regeneration[/I] for each member. If Mournland potions are needed, they'll craft plenty of them. - There is a paradox in a land where no healing takes place. The way I would deal with it, and plan to handle it in the meantime, is to say that no healing can take place in the Mournlands of any type (except possibly in those rare manifest zones). Creatures that die are replaced by other creatures from some horrible source, possibly eldritch machines that caused the devastation in the first place. If it becomes too harsh, maybe I'll allow some limited magical healing. Having healing spells work for half the effect, like they work on warforged, might be good enough to make life hard. Shutting down one of the eldritch machines in the Mournlands might be what the player characters need to do to let healing magic work at half strength. It would make a great adventure for higher level characters who want to feel like they are changing the world. [/QUOTE]
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