I find that awfully restrictive, story-wise, especially the feywild part.Here's an explanation re: hurl through Hell. A mortal magician doesn't have the authority to condemn a being to Hell permanently. That right rests with the Powers That Be. The best they can do is with their petty tricks is a quick, painful jaunt.
Eladrin in the mortal world have made their choice. They've forsaken their citizenship in the Fae realm. If they choose to stay in the Feywild then they can't go back to the normal world.
Yeah, I guess that was the designers’ approach too(hint: don't think about this in terms of implying anything. We're not deriving principles from a series of axioms. Look at what the game rules state and then attach explanatory narrative as needed.)
I think they made it clear that continuity and conversion of existing campaigns wasn’t a priority. Which is fine by me, as long as the new stuff is consistent and better. Teleporting fairies I can give or take, but I really like more distinct wood elves and high elves.Explaining how it works or why it works isn't the problem for me, its just the fact that it didn't exist before.
I know, its new, but that doesn't mean that ret-conning it into game worlds (including homebrews) that are 20+ years old works for some of us.
It would be wonderful to get some insight from one of the actual designers.
That was just a quick example. It's up to you to invent something that better suits your fancy.I find that awfully restrictive, story-wise, especially the feywild part.
That's an odd assumption, but if works for you... traditionally Hell as place one is condemned to by god's judgment. You can't just break in, any more than you could trespass into Heaven.As for the hells, the “powers that be” assumption may work for some campaigns, but I would have thought getting in would be easier than getting out.
It's the only approach that makes sense, when you think about it. Game rules make terrible physics. Or metaphysics, for that matter.Yeah, I guess that was the designers’ approach too![]()
This actually does give me an idea. It would just require reflavoring the fluff of Eladrin/Elves/Changelings/Halflings.Eladrin in the mortal world have made their choice. They've forsaken their citizenship in the Fae realm. If they choose to stay in the Feywild then they can't go back to the normal world.
Actually, I'd rather go with a standard action 'damage and pull target 3' effect, as a fey compulsion. Or perhaps a 'attack someone else or not me' immediate reaction encounter power (a nice contrast to the Halfling). Or perhaps an illusionary terrain (area over here is now difficult terrain until end of turn).You could simply not use Eldadrin, or replace their Fey Step with 1-round invisibility as a minor action encounter power.
By getting in more easily I don't mean voluntarily (were're talking about the warlock attack here.) The point is that you generally end there against your will and escaping it, if possible at all, takes more effort. Dante's Inferno and dnd's Hells are depicted as a pit for a reason. Symbolically, going down is easier than going up, slippery slope and all.That's an odd assumption, but if works for you... traditionally Hell as place one is condemned to by god's judgment. You can't just break in, any more than you could trespass into Heaven.
And I think rpg rules should be inspired by physics (or at least consistency) and metaphysics (myth and fantasy tropes), not the other way around. The "explanatory narrative" shouldn't be an afterthought.It's the only approach that makes sense, when you think about it. Game rules make terrible physics. Or metaphysics, for that matter.
And I think rpg rules should be inspired by physics (or at least consistency) and metaphysics (myth and fantasy tropes), not the other way around. The "explanatory narrative" shouldn't be an afterthought.
If you make the explanatory narrative an afterthought, a single set of game mechanics can be used for a wider variety of different campaigns and settings, each with their own particular flavor/style/metaphysics/literary and mythological antecedents.And I think rpg rules should be inspired by physics (or at least consistency) and metaphysics (myth and fantasy tropes), not the other way around. The "explanatory narrative" shouldn't be an afterthought.
I know what 4e designers idea was. That doesn't mean I have to like it.It's a bad idea. Rules modeled on physics cause a really bad game(In real life, people die when stabbed by a sword. He stabs you, you die). Physics modeled on rules create an equally bad game(I can't teleport right now, it only works once every 5 minutes and it's only been 4 minutes, 45 seconds). The idea is to separate them.
Replacing logical default explanations with something that better fits my campaing/tastes, I like.If you make the explanatory narrative an afterthought, a single set of game mechanics can be used for a wider variety of different campaigns and settings, each with their own particular flavor/style/metaphysics/literary and mythological antecedents.
Replacing logical default explanations with something that better fits my campaing/tastes, I like.
Having to come up with far fetched explanations for mechanics that weren't meant to have one in the first place, I don't.