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<blockquote data-quote="Ktulu" data-source="post: 5270868" data-attributes="member: 13465"><p>Regardless of whether it does or not, everyone should buy the 4e Kalamar .pdf. One, it's updated with a lot of information that came out in later books, along with having a digital version of the atlas.</p><p></p><p>When I say I wish they went full on 4e, I mostly mean continuing to put out products in the line, as well. I'm currently putting together a 4e Kalamar game and it's a breeze, since there's very little mechanics to deal with.</p><p></p><p>The only real issues are that of some race/class options that aren't very well covered or covered at all. Dragonborn, along with the explosion of divine classes, are something that it is lacking.</p><p></p><p>I went the easy route and swapped Hobgoblins for Dragonborn--they're still Kargi and Krangi, etc.., just dragonborn instead. Didn't have to, but I think it fits the 4e better, and makes the race a bit more playable if someone's inclined.</p><p></p><p>The harder part is the divine classes. kalamar only really represents the idea of a cleric (much less so the paladin) when it comes to divine. 4e now has 5 divine classes (cleric, runepriest, paladin, avenger, and invoker), and should be respected in the Kalamar world. I'm hard at work detailing how the different classes work within the respective churches (or which ones have 0 of a class (i.e. battle ragers hate paladins. I'm sticking with that just cause it's funny)</p><p></p><p>Otherwise, to make a long post short, one can play 4e in Kalamar with almost no work. I'm going the extra mile for things I'd like to explore, but other than some (sub)races and classes, there isn't much effort required to start playing.</p></blockquote><p></p>
[QUOTE="Ktulu, post: 5270868, member: 13465"] Regardless of whether it does or not, everyone should buy the 4e Kalamar .pdf. One, it's updated with a lot of information that came out in later books, along with having a digital version of the atlas. When I say I wish they went full on 4e, I mostly mean continuing to put out products in the line, as well. I'm currently putting together a 4e Kalamar game and it's a breeze, since there's very little mechanics to deal with. The only real issues are that of some race/class options that aren't very well covered or covered at all. Dragonborn, along with the explosion of divine classes, are something that it is lacking. I went the easy route and swapped Hobgoblins for Dragonborn--they're still Kargi and Krangi, etc.., just dragonborn instead. Didn't have to, but I think it fits the 4e better, and makes the race a bit more playable if someone's inclined. The harder part is the divine classes. kalamar only really represents the idea of a cleric (much less so the paladin) when it comes to divine. 4e now has 5 divine classes (cleric, runepriest, paladin, avenger, and invoker), and should be respected in the Kalamar world. I'm hard at work detailing how the different classes work within the respective churches (or which ones have 0 of a class (i.e. battle ragers hate paladins. I'm sticking with that just cause it's funny) Otherwise, to make a long post short, one can play 4e in Kalamar with almost no work. I'm going the extra mile for things I'd like to explore, but other than some (sub)races and classes, there isn't much effort required to start playing. [/QUOTE]
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