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[Eberron] Miracle vs. Mournlands
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<blockquote data-quote="Tiberius" data-source="post: 3644281" data-attributes="member: 1376"><p>Being one of the players, I'll be interested to see the responses. I just wish I had paid more attention when the barrier around the throne was described; I missed when it was mentioned to have scintillating colors, and it would have been worth walking through just to have this exchange:</p><p></p><p>"Make a Reflex save. "</p><p>"Immune, fire veil. "</p><p>"Make a Reflex save."</p><p>"Immune, acid veil."</p><p>"Make a Reflex save."</p><p>"Immune, lich."</p><p>"Make a Fortitude save."</p><p>"Immune, lich."</p><p>"Another Fortitude save."</p><p>"Immune, lich."</p><p>"Will save. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> "</p><p>"Immune, class feature. Also, lich."</p><p>"Will save! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /> "</p><p>"Immune, Dimensional Anchor. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" />"</p><p></p><p>Anyway, for my part, I'm liking the ideas that involve less "Bam! Cyre's back, baby!" and more "Well, the circumstances of the area that make it really unsuited to human habitation are made to vanish, but that just opens up a wilderness area for recolonization (and a potential war over the territory)." There seem to be more story ideas there, and it ties in better with the upcoming war issue in the game. Also, it has the side benefit of not rendering totally useless any future information to come out about the region.</p><p></p><p>On the whole, I'm not terribly sympathetic to the idea of PCs being able to affect such grand change in games like D&D. In games like Exalted, where world-shaking is in the PCs job description and the game is set up that way, sure. But I see D&D characters as being more footnotes in the history of the world. Set up a duchy? Marry into the royal line? Kill the local uberlich? Traipse about the planes? No problem. But I, personally, draw the line at effects that rewrite the campaign setting in a substantial way. Perhaps this is a reaction to playing the the metaplot-heavy White Wolf games for years and not wanting to do anything to invalidate future books or just the fact that I all but have the [Lawful] subtype. Whatever the reason, I see the game world as being bigger than any given individual or group at the table, and prefer games that end up in much the same place as they started, with the characters perhaps setting themselves up to be well-off and the instigators of the quests for the next generation of adventurers. You can polish the dung heap, but you can't shovel it out and build something new in its place. Doubly so when (note: rework and insert mechanical complaint before posting)</p><p></p><p>To add something of actual substance, I was going to suggest that the request be worded fairly literally; given that the nation of Cyre hasn't existed for years, there are no "people of Cyre" to whom to tailor the habitability of the land. As such, the spell decides that the people currently inhabiting the land are good enough, and tailors the place to better suit the warforged, thus strengthening the Lord of Blades and his subjects. However, since the character is being retired as a result of this, it would be somewhat unseemly to say "Gotcha!". As such, an interesting result might be to revert the land to the way it was immediately before the Day of Mouning; including legions from multiple nations who don't know that the war is no longer going on, whatever terrible war machines that were in use at the time, and the restoration of a fully-functional creation forge that had been secreted away in the Cannith outpost Eston...</p></blockquote><p></p>
[QUOTE="Tiberius, post: 3644281, member: 1376"] Being one of the players, I'll be interested to see the responses. I just wish I had paid more attention when the barrier around the throne was described; I missed when it was mentioned to have scintillating colors, and it would have been worth walking through just to have this exchange: "Make a Reflex save. " "Immune, fire veil. " "Make a Reflex save." "Immune, acid veil." "Make a Reflex save." "Immune, lich." "Make a Fortitude save." "Immune, lich." "Another Fortitude save." "Immune, lich." "Will save. :] " "Immune, class feature. Also, lich." "Will save! :mad: " "Immune, Dimensional Anchor. :lol:" Anyway, for my part, I'm liking the ideas that involve less "Bam! Cyre's back, baby!" and more "Well, the circumstances of the area that make it really unsuited to human habitation are made to vanish, but that just opens up a wilderness area for recolonization (and a potential war over the territory)." There seem to be more story ideas there, and it ties in better with the upcoming war issue in the game. Also, it has the side benefit of not rendering totally useless any future information to come out about the region. On the whole, I'm not terribly sympathetic to the idea of PCs being able to affect such grand change in games like D&D. In games like Exalted, where world-shaking is in the PCs job description and the game is set up that way, sure. But I see D&D characters as being more footnotes in the history of the world. Set up a duchy? Marry into the royal line? Kill the local uberlich? Traipse about the planes? No problem. But I, personally, draw the line at effects that rewrite the campaign setting in a substantial way. Perhaps this is a reaction to playing the the metaplot-heavy White Wolf games for years and not wanting to do anything to invalidate future books or just the fact that I all but have the [Lawful] subtype. Whatever the reason, I see the game world as being bigger than any given individual or group at the table, and prefer games that end up in much the same place as they started, with the characters perhaps setting themselves up to be well-off and the instigators of the quests for the next generation of adventurers. You can polish the dung heap, but you can't shovel it out and build something new in its place. Doubly so when (note: rework and insert mechanical complaint before posting) To add something of actual substance, I was going to suggest that the request be worded fairly literally; given that the nation of Cyre hasn't existed for years, there are no "people of Cyre" to whom to tailor the habitability of the land. As such, the spell decides that the people currently inhabiting the land are good enough, and tailors the place to better suit the warforged, thus strengthening the Lord of Blades and his subjects. However, since the character is being retired as a result of this, it would be somewhat unseemly to say "Gotcha!". As such, an interesting result might be to revert the land to the way it was immediately before the Day of Mouning; including legions from multiple nations who don't know that the war is no longer going on, whatever terrible war machines that were in use at the time, and the restoration of a fully-functional creation forge that had been secreted away in the Cannith outpost Eston... [/QUOTE]
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