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Forgotten Realms 4e Changes: Good/Bad?
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<blockquote data-quote="Felon" data-source="post: 5158321" data-attributes="member: 8158"><p>What I hate about 4e FR: no effort was made to provide a consolidated rundown of what happened to the pantheon(s) of the Realm. To find out what happened to Tyr (for the sake of the party's resident paladin) I had to read and read before I found a passing reference to his demise. Some gods are still just MIA. </p><p></p><p>What I like about 4e FR: Mystra is dead. The idea of all magic in the cosmos flowing through one god always seemed like a really bad idea to me, especially when that god is good-aligned. Then they came up with the shadow weave to provide an evil alternative, which was the only way to patch the situation at the time. Now arcane magic is decentralized and divorced from divine authority, which I imagine is appealing to those who play arcane casters.</p><p></p><p>In general, playing D&D in FR in previous editions felt like playing Star Wars. You were a guest in this world, a minor character overshadowed by the resident heroes, unable to effect major changes. Now WotC seems to have made a priority of presenting FR as an RPG setting to at least the same degree that it's a setting for novels.</p></blockquote><p></p>
[QUOTE="Felon, post: 5158321, member: 8158"] What I hate about 4e FR: no effort was made to provide a consolidated rundown of what happened to the pantheon(s) of the Realm. To find out what happened to Tyr (for the sake of the party's resident paladin) I had to read and read before I found a passing reference to his demise. Some gods are still just MIA. What I like about 4e FR: Mystra is dead. The idea of all magic in the cosmos flowing through one god always seemed like a really bad idea to me, especially when that god is good-aligned. Then they came up with the shadow weave to provide an evil alternative, which was the only way to patch the situation at the time. Now arcane magic is decentralized and divorced from divine authority, which I imagine is appealing to those who play arcane casters. In general, playing D&D in FR in previous editions felt like playing Star Wars. You were a guest in this world, a minor character overshadowed by the resident heroes, unable to effect major changes. Now WotC seems to have made a priority of presenting FR as an RPG setting to at least the same degree that it's a setting for novels. [/QUOTE]
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