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<blockquote data-quote="mrtomsmith" data-source="post: 4264606" data-attributes="member: 51141"><p>I know that D&D is now a minis game and I'm not supposed to worry about this sort of thing (kidding), but there are still some bits I'm not able to wrap my brain around:</p><p></p><p>1. Do Eladrin really live partially in the Feywild? For a player, what's that like? Do Eladrin cities randomly disappear into the Feywild?</p><p>2. When Eladrin teleport (Fey Walk, is it?), what's that like? What do they see? Earlier reports mentioned things DMs could do to limit Fey Walk, such as saying that this area is less complete in the Feywild than in the real world - do the books talk about that?</p><p>3. What's a warlock's relationship with his pact creatures? Sold your soul? Captured a demon? Business partners?</p><p>3 1/2. Does dealing with devils and/or Cthulhu ever bite you in the ass, as it has in every recorded case in literature? I can understand not including mechanical disadvantages, but do the books talk about role-playing disadvantages? Or do they justify the player having complete control somehow?</p><p>4. When a warlock takes a power from a different pact, what's happening there? Are the fey granting him access to a demonic power (which would be weird), or is he using his knowledge of working with fey to gain power from a separate demon?</p><p>5. Can you really be an evil Paladin? Why would an evil Paladin be a Defender? I can't picture Lord Evil jumping in front of an attack to save his minion.</p><p>6. With all the talk of Rangers as fighters in light armor, do the books push the 'nature-lover' fluff much? How easy would it be to house-rule the starting skill and make Rangers into generic warriors?</p><p></p><p>For the record, I'm 100% ready to house rule all this, but I like to know the starting position I'm changing, especially since official fluff tends to pop up in future books and influence the mechanics.</p></blockquote><p></p>
[QUOTE="mrtomsmith, post: 4264606, member: 51141"] I know that D&D is now a minis game and I'm not supposed to worry about this sort of thing (kidding), but there are still some bits I'm not able to wrap my brain around: 1. Do Eladrin really live partially in the Feywild? For a player, what's that like? Do Eladrin cities randomly disappear into the Feywild? 2. When Eladrin teleport (Fey Walk, is it?), what's that like? What do they see? Earlier reports mentioned things DMs could do to limit Fey Walk, such as saying that this area is less complete in the Feywild than in the real world - do the books talk about that? 3. What's a warlock's relationship with his pact creatures? Sold your soul? Captured a demon? Business partners? 3 1/2. Does dealing with devils and/or Cthulhu ever bite you in the ass, as it has in every recorded case in literature? I can understand not including mechanical disadvantages, but do the books talk about role-playing disadvantages? Or do they justify the player having complete control somehow? 4. When a warlock takes a power from a different pact, what's happening there? Are the fey granting him access to a demonic power (which would be weird), or is he using his knowledge of working with fey to gain power from a separate demon? 5. Can you really be an evil Paladin? Why would an evil Paladin be a Defender? I can't picture Lord Evil jumping in front of an attack to save his minion. 6. With all the talk of Rangers as fighters in light armor, do the books push the 'nature-lover' fluff much? How easy would it be to house-rule the starting skill and make Rangers into generic warriors? For the record, I'm 100% ready to house rule all this, but I like to know the starting position I'm changing, especially since official fluff tends to pop up in future books and influence the mechanics. [/QUOTE]
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