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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
D&D Fluff Wars: 4e vs 5e
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<blockquote data-quote="ScaleyBob" data-source="post: 7002579" data-attributes="member: 6852514"><p>I really, really liked the 4E background, and fluff, as compared to earlier versions. The whole points of Light and Dawn War concepts fitted really well into my homebrew world that I've used since 1E. It didn't take much tweaking to fit it all in.</p><p></p><p>I also liked the way 4es background would have call outs to classic D&D ideas and tropes, but at the same time not feel constrained by them, in the way 5es does. I've never really felt that D&D had that much of a set background really, (and have been really surprised by people's response to 4es background) usually playing in homebrew worlds rather than the Realms or wherever. It's one of the games great strengths that it isn't tied to one world or background. It's not as generic as GURPs, or as defined by its world as Runequest or WHFRP. </p><p></p><p>I liked both the Great Wheel, and the World Axis cosmologies, and used both - as you're dealing with Metaphysical Locations based on myth or belief or a physical/geographical/extraplanar representation of Alignment there's no reason why both systems can't simultaneously exist - the 9 Hells can be both part of the Lower Planes, and be a Divine Realm in the Astral Sea. It's all Belief driven, so it doesn't need to make sense, in fact, it's better if it doesn't, so to feel more unworldly. It's all Ineffable. (That all sounded a lot more pretentious than I meant it to. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) I did miss the Classic Alignment system in 4E. Daft though Alignment is, it is a major part of how I see D&D. It was interesting that late in the peace, one of the Designers did admit that removing the Classic Alignment from 4E was a mistake as it's such an Icon of the game. Another nice touch in 4E was how easy it was to visit the other planes - gateways were very common, and often the other Planes were strange, but not too strange. It was the idea of what the point of having all these interesting locations to adventure in, if you can't then get to them.</p><p></p><p>I did prefer the Elemental Chaos to the four Elemental planes - I always had a soft spot for the Para Elements over the normal ones, and making it so they were more of the standard elemental over the basic ones was great. Tying it all to the Primordials, and Titans was also fantastic. The 4E version of Giants was much more interesting than the current Ording idea, but it doesn't take much t use both at once. I vaguely plan to run either Storm Kings Thunder or Against the Giants, and can fold in both Backgrounds easily.</p><p></p><p>Oh, and Star Spawn, Foulspawn and the Stars being malevolent entities (<em>the Stars Look Down in Hatred.....</em>) was fantastic and as creepy as heck. Interesting that Mike Mearles seem to think the same : <a href="http://www.sageadvice.eu/2017/01/19/if-spelljammer-5e/" target="_blank">http://www.sageadvice.eu/2017/01/19/if-spelljammer-5e/</a></p></blockquote><p></p>
[QUOTE="ScaleyBob, post: 7002579, member: 6852514"] I really, really liked the 4E background, and fluff, as compared to earlier versions. The whole points of Light and Dawn War concepts fitted really well into my homebrew world that I've used since 1E. It didn't take much tweaking to fit it all in. I also liked the way 4es background would have call outs to classic D&D ideas and tropes, but at the same time not feel constrained by them, in the way 5es does. I've never really felt that D&D had that much of a set background really, (and have been really surprised by people's response to 4es background) usually playing in homebrew worlds rather than the Realms or wherever. It's one of the games great strengths that it isn't tied to one world or background. It's not as generic as GURPs, or as defined by its world as Runequest or WHFRP. I liked both the Great Wheel, and the World Axis cosmologies, and used both - as you're dealing with Metaphysical Locations based on myth or belief or a physical/geographical/extraplanar representation of Alignment there's no reason why both systems can't simultaneously exist - the 9 Hells can be both part of the Lower Planes, and be a Divine Realm in the Astral Sea. It's all Belief driven, so it doesn't need to make sense, in fact, it's better if it doesn't, so to feel more unworldly. It's all Ineffable. (That all sounded a lot more pretentious than I meant it to. :) ) I did miss the Classic Alignment system in 4E. Daft though Alignment is, it is a major part of how I see D&D. It was interesting that late in the peace, one of the Designers did admit that removing the Classic Alignment from 4E was a mistake as it's such an Icon of the game. Another nice touch in 4E was how easy it was to visit the other planes - gateways were very common, and often the other Planes were strange, but not too strange. It was the idea of what the point of having all these interesting locations to adventure in, if you can't then get to them. I did prefer the Elemental Chaos to the four Elemental planes - I always had a soft spot for the Para Elements over the normal ones, and making it so they were more of the standard elemental over the basic ones was great. Tying it all to the Primordials, and Titans was also fantastic. The 4E version of Giants was much more interesting than the current Ording idea, but it doesn't take much t use both at once. I vaguely plan to run either Storm Kings Thunder or Against the Giants, and can fold in both Backgrounds easily. Oh, and Star Spawn, Foulspawn and the Stars being malevolent entities ([I]the Stars Look Down in Hatred.....[/I]) was fantastic and as creepy as heck. Interesting that Mike Mearles seem to think the same : [url]http://www.sageadvice.eu/2017/01/19/if-spelljammer-5e/[/url] [/QUOTE]
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