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Is Paragon Tier the "sweet spot" of 4E? And other ruminations on the tiers
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<blockquote data-quote="pemerton" data-source="post: 5594258" data-attributes="member: 42582"><p>This has been a big part of my game. The paladin of the Raven Queen has used Religion skill to commune in various ways and channel the Raven Queen's will, and is now a Questing Knight; the wizard who was multi-classed as a cleric and is now an invoker and Divine Philosopher was returned from death by Erathis to perform a quest involving the Rod of 7 Parts; and the dwarven fighter who is also a Warpriest of Moradin was brought his holy symbol by some dwarven refugees who had been given it by an angel of Moradin who directed them to where a warpriest could be found who would aid them, and to whom the symbol should be presented.</p><p></p><p>Even the chaos sorcerer is part of a secret society of drow dedicated to the worship of Corellon and to the undoing of the sundering of the elves, and wears a mask of Ioun (adapted from an item in a d20 module "Wonders Out of Time). And when he became a Demonskin Adept he woke from a terrible dream involving the Queen of Chaos to find a symbol of chaos emblazoned on one of his demon skins, and the same symbol emblazoned also on the inside of his eyelids (I thought this made sense, given that at 16th level a Demonskin Adept who scores a crit becomes blinded).</p><p></p><p>I like the 4e core mythology (both as presented in the PHB/DMG, and as expanded in the various supplements - especially Underdark, The Plane Above and Demonomicon) because it strongly supports this sort of stuff being a central part of the game. It is a mythology that is sufficiently generic and cliched to be easy for players and GMs to get a handle on and put to work, while also being sufficiently rich in terms of potential conflicts and resolutions to make for good game play. Like many aspects of 4e, and unlike many asepcts of earlier editions, I feel that it has been written with less of a focus on how it will read as a story or world description, and more of a focus on how it provides useful game elements that are easy for participants (both players and GMs) to incorporate into play.</p><p></p><p></p><p></p><p>This suggests that you approve of the mechanical protection that at least some 4e gods enjoy - of immunity to attacks from non-epic creatures. Is that right?</p><p></p><p>In my own campaign, based on its current trajectory (still in early paragon), I would expect Lolth, Vecna, Tharizdun and/or Torog to be possible targets of epic PC violence.</p><p></p><p></p><p>And to 4e's discorporation, I think.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5594258, member: 42582"] This has been a big part of my game. The paladin of the Raven Queen has used Religion skill to commune in various ways and channel the Raven Queen's will, and is now a Questing Knight; the wizard who was multi-classed as a cleric and is now an invoker and Divine Philosopher was returned from death by Erathis to perform a quest involving the Rod of 7 Parts; and the dwarven fighter who is also a Warpriest of Moradin was brought his holy symbol by some dwarven refugees who had been given it by an angel of Moradin who directed them to where a warpriest could be found who would aid them, and to whom the symbol should be presented. Even the chaos sorcerer is part of a secret society of drow dedicated to the worship of Corellon and to the undoing of the sundering of the elves, and wears a mask of Ioun (adapted from an item in a d20 module "Wonders Out of Time). And when he became a Demonskin Adept he woke from a terrible dream involving the Queen of Chaos to find a symbol of chaos emblazoned on one of his demon skins, and the same symbol emblazoned also on the inside of his eyelids (I thought this made sense, given that at 16th level a Demonskin Adept who scores a crit becomes blinded). I like the 4e core mythology (both as presented in the PHB/DMG, and as expanded in the various supplements - especially Underdark, The Plane Above and Demonomicon) because it strongly supports this sort of stuff being a central part of the game. It is a mythology that is sufficiently generic and cliched to be easy for players and GMs to get a handle on and put to work, while also being sufficiently rich in terms of potential conflicts and resolutions to make for good game play. Like many aspects of 4e, and unlike many asepcts of earlier editions, I feel that it has been written with less of a focus on how it will read as a story or world description, and more of a focus on how it provides useful game elements that are easy for participants (both players and GMs) to incorporate into play. This suggests that you approve of the mechanical protection that at least some 4e gods enjoy - of immunity to attacks from non-epic creatures. Is that right? In my own campaign, based on its current trajectory (still in early paragon), I would expect Lolth, Vecna, Tharizdun and/or Torog to be possible targets of epic PC violence. And to 4e's discorporation, I think. [/QUOTE]
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