Kid Charlemagne
I am the Very Model of a Modern Moderator
Warbringer said:p13.. You can't use magic to know know whether or not a ceature is evil or good: You must judge by its actions
:happy dance:
Warbringer said:p13.. You can't use magic to know know whether or not a ceature is evil or good: You must judge by its actions
Oh, man, it's about freaking time.Roger said:You can't use magic to know whether or not a creature is evil or good.
Hell, that does sound pretty cool. That actually sounds good enough that I might not screw with it much. I'm digging the whole emphasis on "power sources" more and more...Plane Sailing said:"Shadow will be a power source in the 4th edition D&D game. Shadow power isn't evil but it isn't friendly either. It aids in stealth, conjures illusions, inspires dread, devastates enemies and manipulates necrotic energy. If all that is not enough, a character who works with shadow might even have some influence over death itself"
(p46 boxed text)
nb earlier on that same page it says "its necrotic energy animates the undead"
Oh, hell yes it's good. Primeval empires are so freaking Lovecraft, and so freaking right for illithids. Time travel is dumb.Voss said:Primeval illithid empire? So they aren't somehow self-creating time-travelers from the End of Time any more? I suppose thats good...
But why build something humanoid to do such a specialized job? The first generation of magical mass transport might be golem-borne palanquins, but I think it wouldn't take long before somebody realized that messing about with arms and legs is a lot less efficient than just makings some magically-driven wheels.Intrope said:Example: a 'magic train' that's actually an oversized carriage borne litter-like by a group of golems--this would be adapting existing D&Disms to the desired end (bulk movement!) rather than essentialy inventing an entirely new magical 'technology'.
GreatLemur said:But why build something humanoid to do such a specialized job? The first generation of magical mass transport might be golem-borne palanquins, but I think it wouldn't take long before somebody realized that messing about with arms and legs is a lot less efficient than just makings some magically-driven wheels.
Of course, legs are great when you're not travelling the same pre-prepared route all the time, so there'd logically still be a place for that kind of thing in private transport. Which means that Baba Yaga's hut has a place in Eberron, I guess. Cool.
Ah, well that highlights a fundamental difference in our thinking: I prefer magic to work like science, and for a fantasy setting's physics to be identical to ours except where obvious exceptions are necessary (and, of course, are probably less exceptions than place where magic is doing a work-around). Anything else just seems . . . fluffy and nonsensical, to me.Intrope said:Actually, there are two assumptions here: that wheels are more effecient in a fantasy universe (not necessarily so--the scaling rules for instance clearly don't follow real-world rules; neither giants or big flyers are physically possible. The relative efficiency of different simple machines is likely different, too) and that you can animate arbitrary forms. Given that nearly everything that gets animated is essentially humanoid (there are counter examples, of course; Animated Object and Juggernauts for instance) a reasonable extrapolation is that the form animated has to be in the image of it's maker (or in the apparently universal humanoid shape). In both cases, a golem palanquin would beat out the wheeled vehicle.
At a deeper level, I prefer fantasy worlds to have a fantasy 'physics' rather than a Vancian/Gygaxian magic-on-real-physics scheme. Not that the worlds shouldn't be consistent--just that the rules aren't the rules of physics! The four elements are what things are really made of, not a Aristolean classification scheme; gunpowder is meaningless because chemistry just doesn't happen (Alchemy happens, if you have the mystical talent and training for it!)
Ah, well that highlights a fundamental difference in our thinking: I prefer magic to work like science, and for a fantasy setting's physics to be identical to ours except where obvious exceptions are necessary (and, of course, are probably less exceptions than place where magic is doing a work-around). Anything else just seems . . . fluffy and nonsensical, to me.
Warbringer said:p13.. You can't use magic to know know whether or not a ceature is evil or good: You must judge by its actions
Plane Sailing said:"Shadow will be a power source in the 4th edition D&D game. Shadow power isn't evil but it isn't friendly either. It aids in stealth, conjures illusions, inspires dread, devastates enemies and manipulates necrotic energy. If all that is not enough, a character who works with shadow might even have some influence over death itself"
(p46 boxed text)
nb earlier on that same page it says "its necrotic energy animates the undead"
Cheers
Jim_DelRosso said:I'm betting on Assassins as shadow strikers, and Necromancers as shadow controllers. But maybe they'll fit Illusionists in there somewhere, too?
All in all, this is pretty cool stuff.![]()