The fact that you had to design a new spell to make underwater adventuring even close to a reasonable idea suggests a design flaw in the game.
Why? If I wanted to do an underwater adventure today I would have to go buy scuba gear.
The fact that you had to design a new spell to make underwater adventuring even close to a reasonable idea suggests a design flaw in the game.
Why? If I wanted to do an underwater adventure today I would have to go buy scuba gear.
I find 4e to be a game which has actually managed to transcend its fanbase. It's fun DESPITE the people who like it.
A Water Breathing spell is subject to Dispel Magic, and all underwater races would know this and it would be the first line of attack against surface dwellers.
Your next line was: 4e has far more of the latter than it needs, and saying, "Well, just ignore it!" leads to the question "Why buy it?"Did I say the other versions WEREN'T faulty?
I don't see why the Feywild has to be wooded. To me, the Feywild is about wilderness. For most pseudo-european settings, wilderness means forests, because that's what was there before the place was settled. But you also have majestic mountain peaks, oceans, savannahs, and, yes, deserts. They're just "more" than the mundane versions. In the Feywild forests, you get lost more easily, because that's the main danger in a mundane forest (other than wild beasts, and you get those in all kinds of wilderness). In the Feywild deserts, you would maybe dehydrate faster, because that's the main danger of mundane deserts. Feywild mountains are harder to climb and more treacherous. Feywild oceans have more unpredictable currents. And so on.Feywild: As long as I could say the Feywild was only accessed in the heart of druid groves, then I'd be mostly fine. But as soon as someone can setup a method to cross into the faerie realm of wooded bounty,
So for you, would it be close to accurate to say that the Feywild is the reflection of the world, but turned up to 11?They're just "more" than the mundane versions.
Lizard said:I still go back to the 1e MOTP for inspiration. Even though I don't use the layout of the planes, the sheer scope and spectable -- planes of SALT! of RADIANCE! Planes like infinite nested pearls, planes of giant metal cubes... -- is always inspiring to me. If the 4e MOTP provides that same sense of infinite possibilities, of things I would not have thought of on my own, it's worth it.