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<blockquote data-quote="Ghostmoon" data-source="post: 528783" data-attributes="member: 816"><p>Hello,</p><p></p><p>The ecological effects are really up to you and how long the sun has been changed. You could just as easily justify a cold, barren lifeless world of snowy wastelands and mountains, a hot, dark world of jungles filed with alien things, or something in between. I'll be honest, when I DM, I usually just eyeball the ecology and make sure it is plausible at first glance (i.e. snowstorms only occur during winter, etc). I don't usually go into any great detail and really only use it to form hazards the group must pass and for ambience.</p><p></p><p>As for the mote thing, I was thinking it would only jump to intelligent, living creatures. The PHB (pg 9) notes that creatures with an Intelligence score of at least 3 have a human-like intelligence.</p><p></p><p>On paladins, I would suggest against allowing an alignment other than lawful good. In my mind's eye, I see them as good and true, but terrifying. They do things no one else in their right mind would do and pay a heavy toll in mind and body. They have no tolerance for weakness and laziness, feeling all can contribute to the cause in some way. Also, perhaps they are above all laws but their own code. When a paladin tells you do something, you do it without hesitation or face their righteous wrath. They may be viewed as evil (because most people don't like being told what to do, even more so when there is no explanation of why they are doing something), but they are fighting against impossible odds and know the situation better then most.</p><p></p><p>Lastly, to Dr. Strangemonkey's question regarding the effect of high ambient negative energy and "What does it mean when a zombie's synapses begin firing?". You may have a situation where certain zombies and other minor undead (for whatever reason) begin to remember their former lives. I would suggest keeping them fairly dumb, but they are not necessarily evil. In fact, they may be able to infiltrate the ranks of the undead and help the good guys. </p><p></p><p>It would be an interesting role playing experience for the PCs to have to either explain complex instructions to a terribly literal and dumb zombie or try to extract information from its rotting mind. A clever player may be able to get further with the situation by interacting with the zombie as if they are still alive and phrasing things in familiar terms (i.e. talking to a zombie that was a bartender as if he was ordering drinks and asking for local gossip).</p><p></p><p>Hope this helps,</p><p>Ghostmoon</p></blockquote><p></p>
[QUOTE="Ghostmoon, post: 528783, member: 816"] Hello, The ecological effects are really up to you and how long the sun has been changed. You could just as easily justify a cold, barren lifeless world of snowy wastelands and mountains, a hot, dark world of jungles filed with alien things, or something in between. I'll be honest, when I DM, I usually just eyeball the ecology and make sure it is plausible at first glance (i.e. snowstorms only occur during winter, etc). I don't usually go into any great detail and really only use it to form hazards the group must pass and for ambience. As for the mote thing, I was thinking it would only jump to intelligent, living creatures. The PHB (pg 9) notes that creatures with an Intelligence score of at least 3 have a human-like intelligence. On paladins, I would suggest against allowing an alignment other than lawful good. In my mind's eye, I see them as good and true, but terrifying. They do things no one else in their right mind would do and pay a heavy toll in mind and body. They have no tolerance for weakness and laziness, feeling all can contribute to the cause in some way. Also, perhaps they are above all laws but their own code. When a paladin tells you do something, you do it without hesitation or face their righteous wrath. They may be viewed as evil (because most people don't like being told what to do, even more so when there is no explanation of why they are doing something), but they are fighting against impossible odds and know the situation better then most. Lastly, to Dr. Strangemonkey's question regarding the effect of high ambient negative energy and "What does it mean when a zombie's synapses begin firing?". You may have a situation where certain zombies and other minor undead (for whatever reason) begin to remember their former lives. I would suggest keeping them fairly dumb, but they are not necessarily evil. In fact, they may be able to infiltrate the ranks of the undead and help the good guys. It would be an interesting role playing experience for the PCs to have to either explain complex instructions to a terribly literal and dumb zombie or try to extract information from its rotting mind. A clever player may be able to get further with the situation by interacting with the zombie as if they are still alive and phrasing things in familiar terms (i.e. talking to a zombie that was a bartender as if he was ordering drinks and asking for local gossip). Hope this helps, Ghostmoon [/QUOTE]
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