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Forked Thread: Why Ravenloft and 4E May Not Mesh
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<blockquote data-quote="Toben the Many" data-source="post: 4703078" data-attributes="member: 19273"><p>I think that 4e can fit Ravenloft just as well as 3e could, or any other edition.</p><p></p><p>I feel that primarily because 4e certainly toned down the big effects that were so common in D&D. Things like Invisibility, Detect Evil, Find the Path, Detect Thoughts, Change Self, and a slew of other spells and effects had to be overhauled or seriously altered in previous editions of Ravenloft, because these things essentially broke adventures that were centered around mystery and investigation. </p><p></p><p>In 4e, these things are already toned down. In terms of playing low-magic...it's now possible to play with a party that has <em>no</em> magic at all. No wizards, no cleric, no warlocks, etc. </p><p></p><p>The issue about Ravenloft being a place where Things Don't Work Right - I don't think that aspect is <em>sacrosanct</em> in Ravenloft. If all of your powers work right all of the time, that doesn't make a Ravenloft campaign fall apart at the seams. </p><p></p><p>The biggest obstacle I see with 4e Ravenloft is getting a group of players to be okay with no using the battle map from time to time. The occasional fight without the battle map can be a great horror experience. 4e can be played without a battle map - it just takes some coaxing of the players to do it.</p><p></p><p>EDIT: In terms of Horror and Madness - often times these checks basically told you what your character was feeling or experiencing with very little in the way of game data. You could easily set up Horror and Madness checks and simply turn to the PC who just failed one, saying, "You feel incredibly clastrophobic. What do you do? How do you react to this gripping sensation?"</p></blockquote><p></p>
[QUOTE="Toben the Many, post: 4703078, member: 19273"] I think that 4e can fit Ravenloft just as well as 3e could, or any other edition. I feel that primarily because 4e certainly toned down the big effects that were so common in D&D. Things like Invisibility, Detect Evil, Find the Path, Detect Thoughts, Change Self, and a slew of other spells and effects had to be overhauled or seriously altered in previous editions of Ravenloft, because these things essentially broke adventures that were centered around mystery and investigation. In 4e, these things are already toned down. In terms of playing low-magic...it's now possible to play with a party that has [i]no[/i] magic at all. No wizards, no cleric, no warlocks, etc. The issue about Ravenloft being a place where Things Don't Work Right - I don't think that aspect is [i]sacrosanct[/i] in Ravenloft. If all of your powers work right all of the time, that doesn't make a Ravenloft campaign fall apart at the seams. The biggest obstacle I see with 4e Ravenloft is getting a group of players to be okay with no using the battle map from time to time. The occasional fight without the battle map can be a great horror experience. 4e can be played without a battle map - it just takes some coaxing of the players to do it. EDIT: In terms of Horror and Madness - often times these checks basically told you what your character was feeling or experiencing with very little in the way of game data. You could easily set up Horror and Madness checks and simply turn to the PC who just failed one, saying, "You feel incredibly clastrophobic. What do you do? How do you react to this gripping sensation?" [/QUOTE]
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