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[4e] Setting Build Challenge: 4e Banestorm
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<blockquote data-quote="Kinneus" data-source="post: 5298595" data-attributes="member: 48215"><p>Well, #4 seems easy enough. Just run the drow as written. Honestly, those "dark elves" sound pretty much like "drow" to me. If you want to bar them as a player race, that's fine, too.</p><p> </p><p>You can probably run goblins and hobgoblins as-is, too. Refluffing is free and easy. The truly enterprising DM might allow goblins as PCs. If you do this, I recommend you don't use the goblin race as defined in the MM. It's not intended for players, and goblin tactics is a bit overpowered in the hands of a PC. Tweak it a bit to bring it in line with other PC races.</p><p> </p><p>I'd recommend dropping "magic levels," too, or maybe just making them less dramatic. 4e tends to shy away from using mechanical effects that key off of power sources. Only with Dark Sun have we started to see arcane or primal characters punished under certain conditions. One thing you could do to keep magic levels is just to turn them into fantastic terrain. Pockets of "high mana concentration" (or whatever you'd like to call it) on the battlefield can be resources that the players have to race to exploit before their enemies do. Similarly, areas of "low magic" can be traps that the players can push, pull or slide enemy mages into to temporarily weaken them. So, instead of whole nations being "high magic" or "low magic," consider using smaller areas.</p><p></p><p>For deities, this is more or less fine. Very few mechanical effects are keyed off of which deities a character worships. The only real exceptions to this that I can think of certain feats like the Domain feats and Channel Divinity feats. You could pick which portfolios Christianity has and Islam has, and maybe make up a few for prominent pagan gods or honored ancestors of dwarves or elves.</p><p> </p><p>Refluffing divine characters as arcane characters sounds good to me. You could also consider just barring the whole divine power source, as Dark Sun did.</p><p> </p><p>Lack of dimensional travel is no biggie, either. If you don't want your players plane-hopping, then just don't give them the opportunity to. You might have to disallow the odd ritual or two, but that's about it.</p><p> </p><p>Djinn sound cool. When it's time for the party to meet some, you can just use the djinn from the Monster Manuals or, if they don't feel appropriate, you can always making your own using the monster creation guidelines outlined in DMG2.</p><p> </p><p>Basically, to make this work, all you need to do is a little bit of refluffing, if even that much. I see no reason why couldn't run a game in Yrth with 4e.</p></blockquote><p></p>
[QUOTE="Kinneus, post: 5298595, member: 48215"] Well, #4 seems easy enough. Just run the drow as written. Honestly, those "dark elves" sound pretty much like "drow" to me. If you want to bar them as a player race, that's fine, too. You can probably run goblins and hobgoblins as-is, too. Refluffing is free and easy. The truly enterprising DM might allow goblins as PCs. If you do this, I recommend you don't use the goblin race as defined in the MM. It's not intended for players, and goblin tactics is a bit overpowered in the hands of a PC. Tweak it a bit to bring it in line with other PC races. I'd recommend dropping "magic levels," too, or maybe just making them less dramatic. 4e tends to shy away from using mechanical effects that key off of power sources. Only with Dark Sun have we started to see arcane or primal characters punished under certain conditions. One thing you could do to keep magic levels is just to turn them into fantastic terrain. Pockets of "high mana concentration" (or whatever you'd like to call it) on the battlefield can be resources that the players have to race to exploit before their enemies do. Similarly, areas of "low magic" can be traps that the players can push, pull or slide enemy mages into to temporarily weaken them. So, instead of whole nations being "high magic" or "low magic," consider using smaller areas. For deities, this is more or less fine. Very few mechanical effects are keyed off of which deities a character worships. The only real exceptions to this that I can think of certain feats like the Domain feats and Channel Divinity feats. You could pick which portfolios Christianity has and Islam has, and maybe make up a few for prominent pagan gods or honored ancestors of dwarves or elves. Refluffing divine characters as arcane characters sounds good to me. You could also consider just barring the whole divine power source, as Dark Sun did. Lack of dimensional travel is no biggie, either. If you don't want your players plane-hopping, then just don't give them the opportunity to. You might have to disallow the odd ritual or two, but that's about it. Djinn sound cool. When it's time for the party to meet some, you can just use the djinn from the Monster Manuals or, if they don't feel appropriate, you can always making your own using the monster creation guidelines outlined in DMG2. Basically, to make this work, all you need to do is a little bit of refluffing, if even that much. I see no reason why couldn't run a game in Yrth with 4e. [/QUOTE]
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