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4e Ravenloft - Dragon 368
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<blockquote data-quote="harzerkatze" data-source="post: 4544627" data-attributes="member: 6720"><p>I am another Ravenloft fan eager to find out whether Ravenloft will make a comeback in 4th Ed. I am of the following mindset:</p><p>- Any try to bring it back is good, because if I don't like it, I will ignore it.</p><p>- I too think that 4th Ed is less suited for Ravenloft than former Editions. Even if you have no Dragonborn etc. to deal with, a wizards casting Scorching Burst (a 15 ' fireball) all day long does not lend itself to Gothic Horror easily. To take it seriously, you would have to limit classes to the martial classes, because all others routinously display supernatural abilities that should scare the townfolk. In my Ravenloft 4th Ed try, I will tell the players that any display of supernatural power will provoke a lynchmop. So playing a human or elven fighter or ranger is easy. If you want to play a Warlock, Swordmage or Psaladin, you can, but in many battles can't use your powers. Better be able to use a base attack, too. I think that is just necessary for the feel of the setting. </p><p>I'll still try to play my Doppelganger Wizard I love so much when it is my turn to be player, and think of ways to be effective without my powerful spells in public. </p><p>It's a challenge.</p><p>- There are very different concepts what Ravenloft is really about. What was prominent for me was that problems are larger than you and that you need to think outside the box to solve them, you can't just whack them with a stick a lot. 4th Ed is the direct opposite: Challenges are designed mathematically to be usually overcome by the right conventional strategy. Not that that os difficult to change, but it is a different design view and may cause unexpected problems.</p><p></p><p>So at least a lot of work is necessary to make a credible 4th-Ed-Ravenloft.</p><p></p><p>However, IF you want to try a 4th-Ed Ravenloft Campaign with existing rules, a few things work in your favour, on the other hand:</p><p>- Curses and diseases have become REALLY scary. Unless you happen to have the Endurance skill, you will most probably not heal a disease by yourself, and the only cure then is a ritual that will quite likely kill you. And gets worse the higher your level is (if the disease usually has your level). This rule screams for a campaign where the heroes are in a city that is quarantines because the black death has been starting there. If I was a player in that campaign, I would be REALLY scared. Same goes with Lycanthropes: Before they were dangerous because they had Damage Resistance, now you really fear them for their disease. Because Cuse Disease and remove curse are no longer minor spells.</p><p>- The Minion rules mean that a townfolk lynchmop now is a real danger, no matter what your level. Before, you could be reasonable sure that when you are level 10, a few farmers with pitchforks will not be able to hurt you. Now they are, and die much more easily, which faster gets you to the dark side.</p></blockquote><p></p>
[QUOTE="harzerkatze, post: 4544627, member: 6720"] I am another Ravenloft fan eager to find out whether Ravenloft will make a comeback in 4th Ed. I am of the following mindset: - Any try to bring it back is good, because if I don't like it, I will ignore it. - I too think that 4th Ed is less suited for Ravenloft than former Editions. Even if you have no Dragonborn etc. to deal with, a wizards casting Scorching Burst (a 15 ' fireball) all day long does not lend itself to Gothic Horror easily. To take it seriously, you would have to limit classes to the martial classes, because all others routinously display supernatural abilities that should scare the townfolk. In my Ravenloft 4th Ed try, I will tell the players that any display of supernatural power will provoke a lynchmop. So playing a human or elven fighter or ranger is easy. If you want to play a Warlock, Swordmage or Psaladin, you can, but in many battles can't use your powers. Better be able to use a base attack, too. I think that is just necessary for the feel of the setting. I'll still try to play my Doppelganger Wizard I love so much when it is my turn to be player, and think of ways to be effective without my powerful spells in public. It's a challenge. - There are very different concepts what Ravenloft is really about. What was prominent for me was that problems are larger than you and that you need to think outside the box to solve them, you can't just whack them with a stick a lot. 4th Ed is the direct opposite: Challenges are designed mathematically to be usually overcome by the right conventional strategy. Not that that os difficult to change, but it is a different design view and may cause unexpected problems. So at least a lot of work is necessary to make a credible 4th-Ed-Ravenloft. However, IF you want to try a 4th-Ed Ravenloft Campaign with existing rules, a few things work in your favour, on the other hand: - Curses and diseases have become REALLY scary. Unless you happen to have the Endurance skill, you will most probably not heal a disease by yourself, and the only cure then is a ritual that will quite likely kill you. And gets worse the higher your level is (if the disease usually has your level). This rule screams for a campaign where the heroes are in a city that is quarantines because the black death has been starting there. If I was a player in that campaign, I would be REALLY scared. Same goes with Lycanthropes: Before they were dangerous because they had Damage Resistance, now you really fear them for their disease. Because Cuse Disease and remove curse are no longer minor spells. - The Minion rules mean that a townfolk lynchmop now is a real danger, no matter what your level. Before, you could be reasonable sure that when you are level 10, a few farmers with pitchforks will not be able to hurt you. Now they are, and die much more easily, which faster gets you to the dark side. [/QUOTE]
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