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MM2 sneak peak / new warforged art
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<blockquote data-quote="lutecius" data-source="post: 4782230" data-attributes="member: 60332"><p>Same here. I love JJ's colors and the picture is really well done (especially when compared to the amateurish shadar-kai art) but I prefer more classical looks: sculpted terra cotta and greek or medieval iron armor. The iron golem is just too mecha and insect-like. Also too similar to the MM1 guardian.</p><p></p><p>I think 4e has reached a point where ability scores are irrelevant fluff-wise. Distrusted or hated tieflings and drows get a charisma bonus to diplomacy. "Bellicose", "stinking" and "cowardly" goblins get a bonus to diplomacy, intimidation and will saves. All intelligent characters, no matter how slow and clumsy (low dex), get a bonus to reflex saves...</p><p></p><p>I also think this was the intent but it doesnt bother me. It tells something about the default setting but alignment is easy to ignore in 4e.</p><p></p><p>What does bother me is the idea that everything meant to be fought has to be fugly. A dragon is dragon but I hate what they've done to angels, dryads or quicklings. Even as opponents it's their prettiness that made them interesting. Now they are just like other types of archons, hags and goblins.</p><p>I know their look has no mechanical impact but, added to ugly design for ugly monsters, it does affect the visual feel of the game.</p><p></p><p>Now phb2's art and design were on the whole better than phb1's, so there's hope for mm2. So far I like the golems and firbolgs but nothing really thrills me.</p><p></p><p>I haven't played an evil game since ad&d2 but I'm not seeing how it's more work on the dm side. Missions are pretty much the same, minus the moral dilemma: kill things, take their stuff, regardless of their alignments (that's more things and more stuff), kidnap the princess rather than save the princess. Do things in the name of evil gods instead good ones or for completely selfish reasons. The plot can be just as subtle and complex as in a normal game.</p></blockquote><p></p>
[QUOTE="lutecius, post: 4782230, member: 60332"] Same here. I love JJ's colors and the picture is really well done (especially when compared to the amateurish shadar-kai art) but I prefer more classical looks: sculpted terra cotta and greek or medieval iron armor. The iron golem is just too mecha and insect-like. Also too similar to the MM1 guardian. I think 4e has reached a point where ability scores are irrelevant fluff-wise. Distrusted or hated tieflings and drows get a charisma bonus to diplomacy. "Bellicose", "stinking" and "cowardly" goblins get a bonus to diplomacy, intimidation and will saves. All intelligent characters, no matter how slow and clumsy (low dex), get a bonus to reflex saves... I also think this was the intent but it doesnt bother me. It tells something about the default setting but alignment is easy to ignore in 4e. What does bother me is the idea that everything meant to be fought has to be fugly. A dragon is dragon but I hate what they've done to angels, dryads or quicklings. Even as opponents it's their prettiness that made them interesting. Now they are just like other types of archons, hags and goblins. I know their look has no mechanical impact but, added to ugly design for ugly monsters, it does affect the visual feel of the game. Now phb2's art and design were on the whole better than phb1's, so there's hope for mm2. So far I like the golems and firbolgs but nothing really thrills me. I haven't played an evil game since ad&d2 but I'm not seeing how it's more work on the dm side. Missions are pretty much the same, minus the moral dilemma: kill things, take their stuff, regardless of their alignments (that's more things and more stuff), kidnap the princess rather than save the princess. Do things in the name of evil gods instead good ones or for completely selfish reasons. The plot can be just as subtle and complex as in a normal game. [/QUOTE]
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