[FR] Forgotten Realms Setting products discussion


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Actually the orginal post asked for this:

"So, please share with the rest of the class, what are your favorite bits from the FR product line. What did you use them for? Any funny or interesting stories? Surprised players? Memorable Villians? Be specific, and include page numbers if you can - I want to steal your ideas."



Shadowlord said:


-> A good discussion is always two-sided, otherwise you have an empty praise that could only interest obsessed geeks. I said my opinion which was asked for by the original post.
 

MoF ? You need 225 new spells on top of the 500+ in the PHB ??
Spread between the spellcasting classes, that list doesn't go very far, and more importantly, has a flavour reminiscent of generic gruel. Don't believe me? Try selecting spells for a sorceror without hamstringing yourself, and I expect you'll find yourself falling into the same patterns.

Magic of Faerun brings the number of spells in the game up to a level where there are meaningful options for wizards and sorcerors, well-appreciated spell powerups for druids, and injected flavour for rangers, paladins, bards, and clerics of specific deities. It's nice to have a paladin cast a spell that's made for paladins, rather than just recycled from the cleric list.
You must have forgotten that turning magic into scientific little rules destroys all "magic" that magic is supposed to be!
Adding spells has nothing to do with "turning magic into scientific little rules" any more than is already the case with existing spells. Others might argue that limiting magic to the same tired old spells destroys the "magic" of magic, ever considered that? I think this book plugs a bleeding hole in the PHB - namely, that it gives the players and DM exotic and flavourful spells to stuff ancient tomes with or have their characters cast, and refreshes the game with new names and suggested personalities that were rather cool the first time around with AD&D's Circle of Eight spells (Drawmij, Mordenkainen etc.).
 
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Well, all of you are free to post as you wish of course but please include some stuff on how you used the stuff from the FR books. I, the die, beseech thee!
 

To answer how I use it: I have Magic of Faerun and the only parts really useful to me were the first chapters on the creation of magic and the magical sites. THIS stuff gives me ideas, not the 200 new spells which aren't more than a rules chart (primary for combat.)


Adding spells has nothing to do with "turning magic into scientific little rules" any more than is already the case with existing spells. Others might argue that limiting magic to the same tired old spells destroys the "magic" of magic, ever considered that?

Ever thought D&D might be limited & outdated? Maybe D&D has too many basic classes that don't make much sense anymore but take up precious space.
Ever looked into other RPG corebooks? Many come in only 1 single big book, and they combine all the info you need: spells, GM section, monsters and campaign so you can put more time in playing and more fun in inventing than feeling the urge to buy a predone work! These aren't bad RPGs, in fact they are superior as roleplaying games than D&D.
Ever thought of making up your own spells without worrying maniacally of the "holy balance" instead of buying a spell tome that does the job for you? These "other" RPGs often present a simple yet flexible rules set.

If the 500+ spells in the PHB (which is much more than many other RPG corebooks) aren't enough for you, there's either something wrong with your gaming needs (no disrespect) or with the game system.
 
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Shadowlord said:
To answer how I use it: I have Magic of Faerun and the only parts really useful to me were the first chapters on the creation of magic and the magical sites. THIS stuff gives me ideas

I also enjoyed that section but I have not thought of a way to use the info provided in my campaign. How did you? Did your players visit any of the sites described. Any plots revolve around any of it?
 

If the 500+ spells in the PHB (which is much more than many other RPG corebooks) aren't enough for you, there's either something wrong with your gaming needs (no disrespect) or with the game system.

I like the regional spells, it gives the flavor of the Realms a uniqueness that can't be found in the PHB. For instance the Hathran spells for the witch types among others. Its all about the Realms flavor, not about whats is or isnt in the PHB.
 

d12) Interesting pick for RttToEE locations. I looked over a few areas myself before deciding.


Stuff I use most from the FR books in my Current Campaign...

Forgotten Realms Campaign Setting- Particularly the Dalelands. I'm using the whole Drow/Cormanthor backdrop (both the Auzkovyn Clan and Jezz The Lame's faction House Jaelre). One of my player's is playing Gwenect Moondark, a female Drow Ranger and defector of House Jaelre (originally rescued from Skip William's Raiders Of Galath's Roost). I'm also using Jhaer Brightsong, female Elven Bard of reknown of Ashabenford as a contact of the party (unknown to them is the fact that she is a Harper in my campaign, with her eye on the Drow Ranger to possibly become a future Harper (PrC).

Faiths and Pantheons- One of my other players (also rare poster here known as Priest Of Kossuth) is running a Cleric Of Kossuth looking to become an Elemental Archon (PrC). This will be VERY interesting during the planned RttToEE.

Magic Of Faerun, Races Of Faerun- Both are open to my players should they want to use spells, feats, skills, races etc.

Monsters Of Faerun, Lords Of Darkness- Used by me as needed.

Silver Marches, Unapproachable East- Both are excellent IMO, I wish the Silver Marches was available sooner. I may have moved the campaign here rather than travel the Dales. My own Mithriltooth Dwarves (mostly NPCs) are from Citadel Adbar...
Thorzoun Mithriltooth, The Arcane Anvil Of Adbar (current NPC/PC), Wiz5.
Grymforge Mithriltooth, Father Of Thorzoun, The Iron Anvil Of Adbar (former PC/NPC), Clr10/Ftr3 (according to conversion pdf).

Thorzoun wields a Masterwork Warhammer forged by his father (Hammer was also known as the "Iron Anvil"). Thorzoun aspires to enchant the weapon later (turning it into the "Arcane Anvil"). This will likely pass down to the next of the Mithriltooth Bloodline. :)

I love the Realms.
 

Ever thought D&D might be limited & outdated? Maybe D&D has too many basic classes that don't make much sense anymore but take up precious space.
Ever looked into other RPG corebooks? Many come in only 1 single big book, and they combine all the info you need: spells, GM section, monsters and campaign so you can put more time in playing and more fun in inventing than feeling the urge to buy a predone work! These aren't bad RPGs, in fact they are superior as roleplaying games than D&D.
I get the feeling that because your original argument got dismantled, you've moved on to a new one - that D&D itself is found wanting. Go play some other game then, but in the context of 3E D&D's requirements, I think that Magic of Faerun serves nicely, and I've argued as to why.
Ever thought of making up your own spells without worrying maniacally of the "holy balance" instead of buying a spell tome that does the job for you? These "other" RPGs often present a simple yet flexible rules set.
Heck, why not make up your own game from scratch? Why bother using someone else's rules? Making 250 spells takes up a lot of time - time I'd rather spend on other parts of the game. Again, it looks like your random attempt at flailing at Forgotten Realms supplements has moved on to a bigger arena (D&D's magic system isn't simple and flexible enough for you) because you were defeated on the original turf of what FR supplements do for D&D. Whatever.
 
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