Far Realms poll

Would you but a "Far Realms" sourcebook?

  • Yes, absolutely without question

    Votes: 72 24.4%
  • Yes, but only if it was value for money and had good content

    Votes: 139 47.1%
  • I would download a free supplement, but not pay for it

    Votes: 17 5.8%
  • No, the Far Realms just doesn't interest me enough

    Votes: 36 12.2%
  • What are the Far Realms?

    Votes: 31 10.5%


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Thurbane said:
I tend to agree with that, actually.

I tend to disagree. If done well, PrCs and feats can tie the characters into the game and provide the GM with tools to craft interesting villains.

Part of the reason I am more excited about Complete Mage than any WotC book I have seen in a while.
 

Psion said:
I tend to disagree. If done well, PrCs and feats can tie the characters into the game and provide the GM with tools to craft interesting villains.

Part of the reason I am more excited about Complete Mage than any WotC book I have seen in a while.

The problem with this is that in order to sell more books, a book on the Far Realms (or Complete Mage) has to appeal to a larger number of potential buyers (read Players), which means that new PrCs and feats will be "generic" with no particular hook to tie them to a particular campaign. Look at some of the PrCs that they "stole" from the Forgotten Realms for inclusion in the 3.5 DMG and Complete Warrior - the Red Wizard of Thay and Purple Dragon Knight are oozing with flavorful goodness that specifically ties them as to the "why should these exist in the campaign world?" question that plagues all too many PrCs and feats. Once you get past this, then the "mechanically this is way too powerful" or "too weak" arguments can begin.

I really really love the fact that a lot of the Forgotten Realms PrCs have prerequisites that include "must be from region x" or "must be a member of x." I don't have any Eberron stuff, but I guess they are probably similar in this regard. The point is - a generic Far Realms book will introduce too many PrCs, feats, etc. that don't make any sense other than as a vehicle to get more people to buy the book, just like all of the other non-campaign specific books. Anyone remember Planar Handbook and their dopey Planar Touchstone "powerups?" Something that didn't need to waste space in the book. They wasted 33 1/2 pages on this but only spent 5 pages on Sigil...
 

Psion said:
I tend to disagree. If done well, PrCs and feats can tie the characters into the game and provide the GM with tools to craft interesting villains.
It really depends on the focus of the book, but I don't think every book WotC releases needs to include a bunch of new feats, classes, races and PrCs.

Firstly, there are already bucketloads of these out there. I can scarcely imagine ANY character concept that is not already catered to a dozen times over already. It still amazes me that between the Rogue and the Ranger, someone thought "Hmm, yanno, we really need a Scout type character for people to play..."

Secondly, the munchkins/powergamers don't need any new ingredients to add to their Pun Pun souffle. I think their goliath/soul knife/warlock/crusader/samurai/oozemaster/scientologist builds that can paralyze a Huge Ancient Red Wyrm with a flick of the wrist are already sufficient.
 

All hail Xenu!

Thurbane said:
I think their goliath/soul knife/warlock/crusader/samurai/oozemaster/scientologist builds

Dude, that build must have like a +5000 to "sue anyone that says something they don't like".
 

I love the idea of a Far Realm adventure path. There are plenty of "theme" monsters to use for it, including a few Epic ones that very rarely see the light of (a real?) day otherwise.

Given that the first three adventure paths all had BBEGs with CRs above 20, and in fact AoW had an actual god for the BBEG, setting up an Uvuudaum as the "end boss" for the Far Realm AP is a gimme. CR 27 is perfect for an end-boss in this sort of situation, and I can attest from personal experience that an Uvuudaum when properly played (and hyped up before its big reveal) is nasty.

Possibly it could come with a Neh-Thalggu minion or two, whether or not that means the "juniors" with only 6 legs, or the "adult" in the ELH that has 12. Along the way, feature appearances by critters like Kaorti, Tsochar, Mind Flayers and Aboleths (of course), Mooncalves (come on, we all know they look more like Cthulhu than cows), and numerous sundry pseudonatural beasts.

If WotC wants to delve back into the world of OGC, there are several other templates out there that fit extremely well, such as Non-Euclidean, and monsters such as the Lumina from Legends of Avadnu. Unlikely, I know, but there are good resources out there.
 

Reminds me of my favorite flavortext from Dreamblade, the Unspeakable Freak. "It neither understands nor respects Euclidean geometry"

Oh yes, I was loving the Lovecraft back when I was eight, and didn't really get the whole non-Euclidean thing...

Less new spells, items, and for dog's sake, no new PrCs.

But Warlock substitution levels (and some new Invocations), to make one that is empowered by the corruptive taint of the Far Realms, instead of Fiendish heritage? Oh yes.


My favorite Lovecraft-inspired quote from Yamara;

"Will I get a saving throw?"

"Euclidean dice would not avail you in any case."
 


Zelda Themelin said:
Set said:
But Warlock substitution levels (and some new Invocations), to make one that is empowered by the corruptive taint of the Far Realms, instead of Fiendish heritage? Oh yes.
Oh, cool idea.
I did that in my homebrew as soon as I got Complete Arcane. :) I didn't do any substitution levels (I don't really like that mechanic, TBH) but I did come up with a slew of new invocations and determine what the Fiendish one could do that the Alienoid could not, and vice versa. Loads of fun- though no player in my games has tried one yet. :(
 

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