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Forked Thread: Why Ravenloft and 4E May Not Mesh
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4703431" data-attributes="member: 710"><p>That sounds good.</p><p></p><p>Ravenloft somehow reminds me of Torgs "Orrorsh" realm.</p><p></p><p>Basically, in Torg you tend to play action heroes, that can cast, shoot or miracle themselves through a combat encounter. They also can use Taunts, Tricks, Intimidation and so on in combats.</p><p>And these heroes - that can usually be relatively confident of their abilities, similar to 4E characters for example - can enter the Horrorsh reality.</p><p></p><p>And things change. Every world/cosmos/reality has its world rules. All of these laws work against the PCs. </p><p>"Important" monsters can't be killed in regular combat. The only way to beat them is finding out their weakness, their "True Death" - and then fight them with this knowledge. Most of the enemies you'll encounter in Horrorsh will scare the extrements out of the PCs because they use Intimidate as an offensive ability and are good at it, aside from also being Werewolves or Vampires that can rip you apart!</p><p></p><p>Yet, it is not as if anything was taken away from the players. Sure,some might have trouble using their Schmeisser Machine Pistol or Godmeeter Laserrifle in this realm, but they'd have the same problem in Ayles or the Living Lands (and in other realsms, these weapon might seem pathetic). Priests can still use their miracles, and a lot of magic is still available. You can still Trick, Taunt or Maneuver your enemies. (Intimidation became a lot harder, though, but at least it will protect you from the worst things...)</p><p></p><p>But the overlaying rules of the Orrorsh realm and the design of the common foes change the atmosphere significantly. </p><p></p><p>I think the same is possible for 4E.</p><p>LostSouls idea is a good example.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4703431, member: 710"] That sounds good. Ravenloft somehow reminds me of Torgs "Orrorsh" realm. Basically, in Torg you tend to play action heroes, that can cast, shoot or miracle themselves through a combat encounter. They also can use Taunts, Tricks, Intimidation and so on in combats. And these heroes - that can usually be relatively confident of their abilities, similar to 4E characters for example - can enter the Horrorsh reality. And things change. Every world/cosmos/reality has its world rules. All of these laws work against the PCs. "Important" monsters can't be killed in regular combat. The only way to beat them is finding out their weakness, their "True Death" - and then fight them with this knowledge. Most of the enemies you'll encounter in Horrorsh will scare the extrements out of the PCs because they use Intimidate as an offensive ability and are good at it, aside from also being Werewolves or Vampires that can rip you apart! Yet, it is not as if anything was taken away from the players. Sure,some might have trouble using their Schmeisser Machine Pistol or Godmeeter Laserrifle in this realm, but they'd have the same problem in Ayles or the Living Lands (and in other realsms, these weapon might seem pathetic). Priests can still use their miracles, and a lot of magic is still available. You can still Trick, Taunt or Maneuver your enemies. (Intimidation became a lot harder, though, but at least it will protect you from the worst things...) But the overlaying rules of the Orrorsh realm and the design of the common foes change the atmosphere significantly. I think the same is possible for 4E. LostSouls idea is a good example. [/QUOTE]
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