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Forked Thread: Why Ravenloft and 4E May Not Mesh
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<blockquote data-quote="M.L. Martin" data-source="post: 4704327" data-attributes="member: 4086"><p>Very true, and a more correct assessment of the situation than my original. However, there's another side to this that was starting to rear its head in 3E and would be even more problematic in 4E: the balance concerns of changing any abilities that would have to be changed. In 2E, with a couple exceptions, most of the things changed were spells, so you'd get the surprise once or twice, but typically, a character could swap that spell out for another spell without much long-term impact on play. (Psionics might have proven more of a problem, and I hope that most DMs addressed it by letting PCs know what powers wouldn't work beforehand.) In 4E, though, powers are both integral enough to a PC and few enough that if any power were to prove ill-suited to the setting, you'd really have no choice but to ban it ahead of time, and too much of that might cripple certain classes. It's not insurmontable, any more than a paladin in RL in 2E or 3E, but it's something that a 4E Ravenloft would have to be aware of.</p><p></p><p></p><p></p><p> I don't know; I think dragonborn and tieflings are much more likely to get an extreme response, and harder to pass off as humans that dwarves ("short") or halflings ("children"). (Gnomes, admittedly, have all sorts of troubles.)</p><p></p><p></p><p></p><p> I was getting more at the attitude that "treasure should not be placed for the sake of treasure," which seems to run up against 4E's assumption that campaigns can expect treasure. Still, good adventure design can overcome this.</p><p></p><p></p><p></p><p></p><p> Yes, Ravenloft and AD&D were always an odd fit--but AD&D was also more amenable to tinkering and reimagining than 4E seems to be at this juncture. Elements of 4E fit Ravenloft very nicely, but I'm not sure if the whole gestalt of the rules set can fit Ravenloft without one or the other shifting, and I'm not convinced that WotC is willing to make the shifts on the rules side.</p></blockquote><p></p>
[QUOTE="M.L. Martin, post: 4704327, member: 4086"] Very true, and a more correct assessment of the situation than my original. However, there's another side to this that was starting to rear its head in 3E and would be even more problematic in 4E: the balance concerns of changing any abilities that would have to be changed. In 2E, with a couple exceptions, most of the things changed were spells, so you'd get the surprise once or twice, but typically, a character could swap that spell out for another spell without much long-term impact on play. (Psionics might have proven more of a problem, and I hope that most DMs addressed it by letting PCs know what powers wouldn't work beforehand.) In 4E, though, powers are both integral enough to a PC and few enough that if any power were to prove ill-suited to the setting, you'd really have no choice but to ban it ahead of time, and too much of that might cripple certain classes. It's not insurmontable, any more than a paladin in RL in 2E or 3E, but it's something that a 4E Ravenloft would have to be aware of. I don't know; I think dragonborn and tieflings are much more likely to get an extreme response, and harder to pass off as humans that dwarves ("short") or halflings ("children"). (Gnomes, admittedly, have all sorts of troubles.) I was getting more at the attitude that "treasure should not be placed for the sake of treasure," which seems to run up against 4E's assumption that campaigns can expect treasure. Still, good adventure design can overcome this. Yes, Ravenloft and AD&D were always an odd fit--but AD&D was also more amenable to tinkering and reimagining than 4E seems to be at this juncture. Elements of 4E fit Ravenloft very nicely, but I'm not sure if the whole gestalt of the rules set can fit Ravenloft without one or the other shifting, and I'm not convinced that WotC is willing to make the shifts on the rules side. [/QUOTE]
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