Far Realms madness


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To me, weird geometry would involve a player not being able to travel coherently through it. Like when ever they enter a 'weird square' they must save or end up in a random adjacent square (or any random square in the aura) OR that to travel through it the player states the path they think they are taking, and then you randomly see where they actually end up. Either choice will probably mean some extra work figuring it out, but the 'weird' results would probably be worth it. *shrug*
 

Does the "no allies" aura seem more balanced if I reduce to, say, an aura 3 or something instead?


It depends. if it is just generic in all of this other tactic, it's fine . If it is the sort of creature that attract defenders to stick to it or attracts strikes to chase it, players will soon learn and nova it if every time.

As for Weird Geometry, maybe instead make all straight movement in any direction after 2 squares cost 1 extra square of movement.
 

To me, weird geometry would involve a player not being able to travel coherently through it. Like when ever they enter a 'weird square' they must save or end up in a random adjacent square (or any random square in the aura) OR that to travel through it the player states the path they think they are taking, and then you randomly see where they actually end up. Either choice will probably mean some extra work figuring it out, but the 'weird' results would probably be worth it. *shrug*

I like this idea, it is much more "warpy" then changing the distance.

As for the allies thing, that could be really tough when healing is needed. Again, as above, the stickiness matters. Perhaps they roll a die at the beginning of the turn to see if they treat their allies or enemies as allies for the purpose of all powers/effects that turn? I actually kind of like that, now that I've typed it. Odd=enemies are your allies; even = allies are your allies.

I have used random distortion spells with far realms creatures, randomly pushing the PCs around the board.

Also, consider any movement that involves teleportation or phasing to cause random events.
 

Hey all- I'm working on my version of the uvuudaum (from the 3e ELH) and want to make some weird stuff happen around them.

How comprehensible are these auras? Would they make a combat with these monsters maddening and insane? FTR they are epic.

Relationship Twist (charm) * Aura 10
Enemies in the aura have no allies. While the uvuudaum friend is bloodied, it may treat each creature in the aura as an ally for purposes of determining flanking.

Weird Geometry * Aura 10
When moving within the aura, moving diagonally into a square cost 1 extra square of movement.

Noncontiguous Space * Aura 5
When a creature uses a close or area power whose effect includes squares within the aura, the uvuudaum haiku may choose two squares in the aura to exempt from its effects and two additional squares in the aura to be affected by the close or area power.

I would rename Relationship Twist to Paranoia to make it sound better and I would agree to make it an aura 3. This way it seems the closer you are to it, the more unsafe you feel about everything else.

Why not make Weird Geometry an aura an that just makes the first square of movement they take difficult terrain and then it goes back to normal. Maybe rename it Far Realm's After-Effect. Note this could make moving around it dangerous because they can't shift.

For Noncontigous Space, just let the enemey alter the area so that they can move it but still has to include itself unless it spends an action point to direct it anywhere? Hope this was helpful :)
 

For Noncontigous Space, just let the enemey alter the area so that they can move it but still has to include itself unless it spends an action point to direct it anywhere? Hope this was helpful :)

Well, they're large, so putting two squares of the effect over there probably won't get them out of it- unless the pcs are trying for some precise placement and just discovering the aura!
 


Yeah, I can't wait until my campaign is high enough level for these things- they are one of my favorite Far Realms creatures. And I looooove the Far Realm and all its icky weirdness but haven't used any aberrant anythings on my current 4e party (currently 12th-14th level). When the time finally comes.... :devil:
 

Yeah, I can't wait until my campaign is high enough level for these things- they are one of my favorite Far Realms creatures. And I looooove the Far Realm and all its icky weirdness but haven't used any aberrant anythings on my current 4e party (currently 12th-14th level). When the time finally comes.... :devil:

lol you seem just like one of my coworkers but he only does 3e and loves Far Realm stuff. That is why I decided to try and make a Mind Flayer race. When he told me about the Alhoons, thats scary as hell :confused:
 

For the weird geometry, maybe you could make it difficult terrain while moving in a continuous line, but changing direction is treated like normal terrain.

Characters would be moving in funky patterns within the aura. Might be fun.

:)
 

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