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Do certain settings come out better in certain editions?
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<blockquote data-quote="Keefe the Thief" data-source="post: 4651926" data-attributes="member: 49552"><p>I´d argue that a lot of settings didn´t even fit their original rulesset. Planescape was never a good fit for AD&D - you simply need more flexible rules for magic, more monster race options and more weirdness for this setting. The first Planescape novel had an intelligent manta ray as a party member - try playing that in AD&D. </p><p></p><p>Dark Sun did fit, and is IMHO the easiest to port to 4e. Just go easy on the planar stuff - remember, every world has it´s own Shadowfell, and what exists in the core world doesn´t have to exist on Athas. The powers system and the greater freedom at monster creation mean all the weird stuff coming in from the desert can be easily described. As long as they try to emulate the first box, they´ll be golden.</p><p></p><p>Dragonlance... thats a problematic one for me. On the one hand, you see how Raistlin is influenced by vancian magic rules in his abilities - seems like a good fit for AD&D. On the other hand, in game terms he was never as powerful or special as the novels described him. The effects of the moons are easy to emulate in 4e, and Cam Banks had a couple of excellent ideas for 4e Dragonlance over at the Dragonlance nexus. I think it will be in the details: Artwork (grunge elves, weird knights) and implementation (boring prestige classes define everything!) will show if a 4e Dragonlance is better than the 3.x corebook.</p><p></p><p>I´ll keep my fingers crossed: IMHO 4e is flexible enough to describe all those settings mentioned. Now, Wotc just has to make them.</p></blockquote><p></p>
[QUOTE="Keefe the Thief, post: 4651926, member: 49552"] I´d argue that a lot of settings didn´t even fit their original rulesset. Planescape was never a good fit for AD&D - you simply need more flexible rules for magic, more monster race options and more weirdness for this setting. The first Planescape novel had an intelligent manta ray as a party member - try playing that in AD&D. Dark Sun did fit, and is IMHO the easiest to port to 4e. Just go easy on the planar stuff - remember, every world has it´s own Shadowfell, and what exists in the core world doesn´t have to exist on Athas. The powers system and the greater freedom at monster creation mean all the weird stuff coming in from the desert can be easily described. As long as they try to emulate the first box, they´ll be golden. Dragonlance... thats a problematic one for me. On the one hand, you see how Raistlin is influenced by vancian magic rules in his abilities - seems like a good fit for AD&D. On the other hand, in game terms he was never as powerful or special as the novels described him. The effects of the moons are easy to emulate in 4e, and Cam Banks had a couple of excellent ideas for 4e Dragonlance over at the Dragonlance nexus. I think it will be in the details: Artwork (grunge elves, weird knights) and implementation (boring prestige classes define everything!) will show if a 4e Dragonlance is better than the 3.x corebook. I´ll keep my fingers crossed: IMHO 4e is flexible enough to describe all those settings mentioned. Now, Wotc just has to make them. [/QUOTE]
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