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HELP NEEDED: Fan created 4e conversion project for ghostwalk
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<blockquote data-quote="Najo" data-source="post: 4399044" data-attributes="member: 9959"><p>Your ideas capture the feel of the 3.5 ghostwalk rules, but I have a couple of concerns that could arise about them:</p><p></p><p>1. Having to take a feat to access ghost powers and feats seems counter to the campaign setting. Characters die and then while dead can choose those feats and powers. The feat feels to proactive, like the character is planning on dying. </p><p></p><p>2. The multiclass feats for ghost powers feel to cumbersome with powers, like your keeping two characters. They also eat up chatracter resources that your character can only use while dead. For example, if the character only takes 4 ghost feats or the 4 multi classing feats for ghosts, then they are actually better off as just taking the ghost feats. </p><p></p><p></p><p><strong>The Calling</strong></p><p>I think the calling should play a more prominent roll. Not always hanging over the characters, but from time to time, a ghost should feel its pull and have to fight to hang on in the world. The calling is a very real spiritual element in the ghostwalk setting and it makes ghosts appreciate their time in the lands of the living. It also gives the ghostwalk campaign a planar level to it. Ghosts that succumb to the calling experience true death and can be brought back through planar quests and rituals like normal D&D characters.</p><p></p><p><strong>Eidolon</strong></p><p>I think there might be something to the idea you have for the 4 classes based around roles. What I see is a rought framework of powers without the class features themselves. Basically, the eidolon is more of a ghost of a full class. The other option is to create paths with powers in them and player's swap out there powers with their paths when they die. </p><p></p><p><strong>Ghost Rituals </strong></p><p></p><p>I agree that there should be a restore ghost ritual, manifest ritual and ghost binding death ritual.</p><p></p><p>After rereading Ghostwalk, ghosts should not stay ethereal. They die, appear in the ethereal, while in the ethereal they feel the calling stronger than when in their incorpreal state. Then they cling to the living world by becoming incorpreal and move onto the material plane. While incorpreal they behave as ghosts with phasing and being insubstantial, and can only touch ghost touch items. Then, when they manifest (in and around manifest) or with rituals or magic items, they become ectoplasmic and can use physical equipment and interat with the material. The ghost character can move between manifest and incorpreal states as needed with either a standard/ move/ minor action (not sure which). </p><p></p><p><strong>Ghost Templates</strong></p><p></p><p>I wasn't clear what I meant here. I agree that ghost characters should be complex and fun. I just meant, when a character dies the basic ghost rules should plug on as a template and work with the monster rules. Then when the template activates, all of the ghost keyword stuff comes into play so all of your ghost feats and powers come online. For ghost monsters, you would apply the ghost template and have a simplified varient for each path. </p><p></p><p></p><p>You have alot of great ideas, I will reply with some ideas I have and we can bounce them back and forth until we hit that sweet spot.</p></blockquote><p></p>
[QUOTE="Najo, post: 4399044, member: 9959"] Your ideas capture the feel of the 3.5 ghostwalk rules, but I have a couple of concerns that could arise about them: 1. Having to take a feat to access ghost powers and feats seems counter to the campaign setting. Characters die and then while dead can choose those feats and powers. The feat feels to proactive, like the character is planning on dying. 2. The multiclass feats for ghost powers feel to cumbersome with powers, like your keeping two characters. They also eat up chatracter resources that your character can only use while dead. For example, if the character only takes 4 ghost feats or the 4 multi classing feats for ghosts, then they are actually better off as just taking the ghost feats. [B]The Calling[/B] I think the calling should play a more prominent roll. Not always hanging over the characters, but from time to time, a ghost should feel its pull and have to fight to hang on in the world. The calling is a very real spiritual element in the ghostwalk setting and it makes ghosts appreciate their time in the lands of the living. It also gives the ghostwalk campaign a planar level to it. Ghosts that succumb to the calling experience true death and can be brought back through planar quests and rituals like normal D&D characters. [B]Eidolon[/B] I think there might be something to the idea you have for the 4 classes based around roles. What I see is a rought framework of powers without the class features themselves. Basically, the eidolon is more of a ghost of a full class. The other option is to create paths with powers in them and player's swap out there powers with their paths when they die. [B]Ghost Rituals [/B] I agree that there should be a restore ghost ritual, manifest ritual and ghost binding death ritual. After rereading Ghostwalk, ghosts should not stay ethereal. They die, appear in the ethereal, while in the ethereal they feel the calling stronger than when in their incorpreal state. Then they cling to the living world by becoming incorpreal and move onto the material plane. While incorpreal they behave as ghosts with phasing and being insubstantial, and can only touch ghost touch items. Then, when they manifest (in and around manifest) or with rituals or magic items, they become ectoplasmic and can use physical equipment and interat with the material. The ghost character can move between manifest and incorpreal states as needed with either a standard/ move/ minor action (not sure which). [B]Ghost Templates[/B] I wasn't clear what I meant here. I agree that ghost characters should be complex and fun. I just meant, when a character dies the basic ghost rules should plug on as a template and work with the monster rules. Then when the template activates, all of the ghost keyword stuff comes into play so all of your ghost feats and powers come online. For ghost monsters, you would apply the ghost template and have a simplified varient for each path. You have alot of great ideas, I will reply with some ideas I have and we can bounce them back and forth until we hit that sweet spot. [/QUOTE]
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