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James Wyatt + FR!?
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<blockquote data-quote="Brian Compton" data-source="post: 3819070" data-attributes="member: 24898"><p>3rd Edition FR addressed all that, without needing to be redone "from the ground up."</p><p></p><p>a) Not a problem. Ed (via Volo and Elminster) had always hinted that there were ways to make magic items in FR without sacking ability points. Quite possibly, that's what WotC used when they came up with 3E's rules.</p><p></p><p>b) Netheril. Cormanthor. Shoon Imperium. Imaskar. Narfell. Umpteen other fallen kingdoms, all of which have always existed in FR Lore, some of which even received game material support (the 2E Arcane Age initiative tied to Chronomancy).</p><p></p><p>c) With all the gods, you can't swing a dead cat without hitting a cleric. Add to that the fact that just about everyone rather openly follows a god or two and the proliferation of temples and shrines to good faiths all over, and healing was never an issue.</p><p></p><p>d) Hence the Thayan enclaves. Also, many shops are mentioned as selling "mundane and magic items." Simple inclusion of text, no major problem. Using the "City of Splendors" boxed set, even in 2E I was giving some weapon and armorsmiths' goods +1 bonuses based on the notes about the quality of their goods. </p><p></p><p>e) Halruuan sky ships. Spelljammers (take that, you Eberron lovers-FR's fliers could go into space <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ). Again, always been a part of FR. As for teleportation, there had always been networks of portals and gateways; the FRCS and Magic of Faerun merely fleshed them out and made the ideas concrete.</p><p></p><p>f) And they do in FR. Even dinosaurs. The only ones that don't are the Eberron-specific creatures like Warforged, and even they can be fitted in (the bloodforges mentioned in the Grand History are one example of how you could generate armies of "created" beings, just make them warforged instead of golems.)</p><p></p><p>So, all of these things have existed in FR, long before Eberron came around, and others were retrofitted without nary a drop of sweat before Eberron was a seedling of an idea in Keith Baker's mind. Still don't see how they're "Eberronizing" FR. </p><p></p><p></p><p></p><p></p><p>Again, they did the same thing with 3E. About the only thing new and "earth shattering" was bringing back Shade (again, an action backed up by a trilogy of novels and a short-story collection) and introducing the Shadow Weave (which had no counterpart in the 3E core rules). Everything else just quietly filtered in. Even sorcerers were simply retro-fitted without having to punk Mystra (Barbarians and Monks were easier since there had been precedents for their existence for years).</p><p></p><p></p><p></p><p>Sure, you can do that. Or, as I've suggested in another thread, she does something to save herself that messes up the Weave. Mystra, or some other god of magic, will come back, it's just a matter of when, what, and how.</p><p></p><p></p><p></p><p>Would be fine if one of those classes wasn't the monk, which has no ties to magic. But again, you could argue that any change in the casting of spells depowers the minor users to the point that they aren't what they were in 3E or before. Don't need to kill Mystra to make that happen.</p><p></p><p></p><p></p><p>Already has been- Mystra's Chosen and a few others have had access to Epic Spells ever since the ELH came out in 3E. That might have been nice to explain, but then you could argue that with the coming of the Shadow Weave, Mystra allowed her followers to take the gloves off.</p><p></p><p></p><p></p><p>This happened between 2E and 3E. Faerunian gods lived in the Great Wheel with everyone else, then all of a sudden they didn't. Most of their realms retained the old names, some changed, it all became part of the Great Tree. Didn't have to blow up the multiverse to make that happen.</p><p></p><p></p><p></p><p>Most of the people objecting aren't objecting to the changes. They're objecting to: 1) the method of the changes; and 2) the impetus for them. Going from 2E to 3E was very good, and should have been the standard by which the design team based their moves (new ideas, new developments, but nothing that tore the entire game world apart). This is not the same change, and its being motivated by a desire to sell novels which will tell of all the new changes before we get our hands on the FRCS in August. Again, many 3E changes were told via novels, but the coming of Shade and the emergence of the Shadow Weave caused nowhere near the issues that mass deicide and world-altering plagues will likely cause.</p><p></p><p>And for those who say FR has too many gods, so what? So did many real-life ancient cultures. Hinduism even today has quite a few recognized deities and spirits. FR's pantheon developed much like others, Rome's for example. Start off with a core set of gods, and as you absorb cultures and societies mingle under one shared umbrella of belief, many more enter into the mix. The Romans didn't have massive temples to every single god in their pantheon, but every god had their place in prayers and worship and festivals. So it is in FR- I think the Netherese pantheon is the default, then other gods were absorbed in from other cultures (Jhammdath for one); others, like Tyr, came in from elsewhere; and others still (Mystra's three underlings, Gwaeron, Finder, Shevarash, Cyric, Kelemvor) were mortals made gods by the grace of Ao or another chief god. Each race has their own gods, as do the non-Faerunian cultures of Maztica, Zakahara, and Kara-Tur. Even the Old Empires, part of Faerun proper, have their gods, just as many co-existing cultures had rival sets of similar gods. If you don't want certain gods in your game, limit the ones that players can choose, but let the individual DM's and players decide, not have it come from the top down.</p></blockquote><p></p>
[QUOTE="Brian Compton, post: 3819070, member: 24898"] 3rd Edition FR addressed all that, without needing to be redone "from the ground up." a) Not a problem. Ed (via Volo and Elminster) had always hinted that there were ways to make magic items in FR without sacking ability points. Quite possibly, that's what WotC used when they came up with 3E's rules. b) Netheril. Cormanthor. Shoon Imperium. Imaskar. Narfell. Umpteen other fallen kingdoms, all of which have always existed in FR Lore, some of which even received game material support (the 2E Arcane Age initiative tied to Chronomancy). c) With all the gods, you can't swing a dead cat without hitting a cleric. Add to that the fact that just about everyone rather openly follows a god or two and the proliferation of temples and shrines to good faiths all over, and healing was never an issue. d) Hence the Thayan enclaves. Also, many shops are mentioned as selling "mundane and magic items." Simple inclusion of text, no major problem. Using the "City of Splendors" boxed set, even in 2E I was giving some weapon and armorsmiths' goods +1 bonuses based on the notes about the quality of their goods. e) Halruuan sky ships. Spelljammers (take that, you Eberron lovers-FR's fliers could go into space :p ). Again, always been a part of FR. As for teleportation, there had always been networks of portals and gateways; the FRCS and Magic of Faerun merely fleshed them out and made the ideas concrete. f) And they do in FR. Even dinosaurs. The only ones that don't are the Eberron-specific creatures like Warforged, and even they can be fitted in (the bloodforges mentioned in the Grand History are one example of how you could generate armies of "created" beings, just make them warforged instead of golems.) So, all of these things have existed in FR, long before Eberron came around, and others were retrofitted without nary a drop of sweat before Eberron was a seedling of an idea in Keith Baker's mind. Still don't see how they're "Eberronizing" FR. Again, they did the same thing with 3E. About the only thing new and "earth shattering" was bringing back Shade (again, an action backed up by a trilogy of novels and a short-story collection) and introducing the Shadow Weave (which had no counterpart in the 3E core rules). Everything else just quietly filtered in. Even sorcerers were simply retro-fitted without having to punk Mystra (Barbarians and Monks were easier since there had been precedents for their existence for years). Sure, you can do that. Or, as I've suggested in another thread, she does something to save herself that messes up the Weave. Mystra, or some other god of magic, will come back, it's just a matter of when, what, and how. Would be fine if one of those classes wasn't the monk, which has no ties to magic. But again, you could argue that any change in the casting of spells depowers the minor users to the point that they aren't what they were in 3E or before. Don't need to kill Mystra to make that happen. Already has been- Mystra's Chosen and a few others have had access to Epic Spells ever since the ELH came out in 3E. That might have been nice to explain, but then you could argue that with the coming of the Shadow Weave, Mystra allowed her followers to take the gloves off. This happened between 2E and 3E. Faerunian gods lived in the Great Wheel with everyone else, then all of a sudden they didn't. Most of their realms retained the old names, some changed, it all became part of the Great Tree. Didn't have to blow up the multiverse to make that happen. Most of the people objecting aren't objecting to the changes. They're objecting to: 1) the method of the changes; and 2) the impetus for them. Going from 2E to 3E was very good, and should have been the standard by which the design team based their moves (new ideas, new developments, but nothing that tore the entire game world apart). This is not the same change, and its being motivated by a desire to sell novels which will tell of all the new changes before we get our hands on the FRCS in August. Again, many 3E changes were told via novels, but the coming of Shade and the emergence of the Shadow Weave caused nowhere near the issues that mass deicide and world-altering plagues will likely cause. And for those who say FR has too many gods, so what? So did many real-life ancient cultures. Hinduism even today has quite a few recognized deities and spirits. FR's pantheon developed much like others, Rome's for example. Start off with a core set of gods, and as you absorb cultures and societies mingle under one shared umbrella of belief, many more enter into the mix. The Romans didn't have massive temples to every single god in their pantheon, but every god had their place in prayers and worship and festivals. So it is in FR- I think the Netherese pantheon is the default, then other gods were absorbed in from other cultures (Jhammdath for one); others, like Tyr, came in from elsewhere; and others still (Mystra's three underlings, Gwaeron, Finder, Shevarash, Cyric, Kelemvor) were mortals made gods by the grace of Ao or another chief god. Each race has their own gods, as do the non-Faerunian cultures of Maztica, Zakahara, and Kara-Tur. Even the Old Empires, part of Faerun proper, have their gods, just as many co-existing cultures had rival sets of similar gods. If you don't want certain gods in your game, limit the ones that players can choose, but let the individual DM's and players decide, not have it come from the top down. [/QUOTE]
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