DEFCON 1 said:
One thing I found interesting in regards to the elves in Forgotten Realms is that if you take a look at Ghosts of Dragonspear Castle, they identify the high elf subtype as a "gold elf", and the wood elf subtype as a "moon elf".
Which is a bit odd, in several ways. First, simply because they use two different FR elven naming conventions: gold elf and moon elf as opposed to using gold elf and silver elf or sun elf and moon elf. Then even more odd is the fact that in 3E the sun *and* moon elf were both considered the INT-based magical elf subtype... and it was the wood elf and wild elf that were the DEX-based nature elf subtype.
Which makes me wonder what (if anything) has advanced since this module was made last fall... if indeed they've condensed the FR subtypes down to just gold/sun and silver/moon (and maintaining the high elf / wood elf split to both of them)... or if they've reintroduced the wood and wild elves back into the core of the FR game to cover the wood elf subtype.
Speaking personally... I know that I'm going to use the high elf subtype for both Sun Elves and Moon Elves, and the wood elf subtype for the Wood Elves and Wild Elves. And then the dark elf subtype for the Drow of the Realms
I think Page 13 of the PHB will provide the official D&D Sorting Algorithm of Elf Names for everyone who is very concerned that they get this right.
Quite possibly they'll just go "Here's a Gold/Sun Elf, here's a Moon/Silver Elf, these are true to FR's presentation of them and have abilities and bonuses that make sense for the FR lore, and what they are outside of FR if anything is your call as a DM." But I'm sure someone somewhere will not like what the Sorting Algorithm has to say, regardless of what it says.
Jeff Carlsen said:
The thing I liked, which isn't exactly new, but was nice to hear, is that each core rulebook is being written with the assumption that you might not own the other two. I'm really digging the approach that the game is playable for free, and each product expands upon the basic rules.
I'm also quite content with "The PHB is a big book of house rules" approach!
TerraDave said:
A couple of things. I actually don't hate it. I did quote I guess, but I don't hate. I do see it as a fringe character that has been divisive and seems overrated. Popular and enduring in D&D? Orcus. Orcus is popular and enduring.
This much push on the Realms in the core is new(ish). It makes sense, but its new(ish) and different, and we don't have to like it.
I think the "we're pushing FR" element of the PHB makes this understandable to me. Drow rebellion is A Thing in FR. The drow there are not automatically bad guys. It's one of FR's themes now (for better or for worse), and it belongs in FR. It doesn't, necessarily, belong outside of FR, but it's got a clear place in FR (and it's popular enough there that folks who like it in FR might export it to their home games).
Thankfully, everything in the PHB is clearly subject to being deleted, modified, or ignored -- it's all opt-in material. So it shouldn't be hard to ditch them from the list of things that the players in your game can opt into: Basic is Core!
the Jester said:
Same here. I'll be able to live with it as long as it isn't too pervasive, but the strong ties to the Realms in the starting adventures have turned me off from buying them. Adding factions, while really cool, is actually a huge strike against them to me, simply because those factions are definitely tied to the FR in a very deep and meaningful way- good for the module and organized play campaigns and so forth, but not good for importing into my home game.
I dunno, I won't dismiss a cool organization just because it's tainted by FR cooties. My home games might welcome red wizards and harpers, even if I completely remove them from their contexts. Or even port their contexts over with them, just disentangled from FR. But I am enamored of organizations and D&D has generally second-tier'd them, so that might be personal bias. At any rate, it doesn't seem like something they'll be pushing in the home games.
Ruin Explorer said:
Agamon said:
Nothing wrong with Drizzt. The problem was the winners who thought they were super cool creating their angsty Drizzt clones in games. This leads to people thinking a drow PC has to be an angsty Drizzt clone, which it doesn't.
No worse than Aragorn clones or the like, imo.
What chaps my hide is why every dwarf needs to have a bad Scottish brogue, and why half of the halflings are self-interested little stab monkeys, and why elves are always timeless and hugging trees and sparkling with magic, and why 3/4ths of barbarians hate magic and love violence. It is almost like we are playing a game of archetypal characters that speak to common tropes and that we are not always 100% original in our game that is basically a math-based fanfiction of an entire genre of media. Almost.