Green Knight
First Post
small pumpkin man said:Jedi Armour is rare, but not exactly unheard of.
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(I fully expect this to devolve into some sort of Star Wars canon/fanon debate.)
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small pumpkin man said:Jedi Armour is rare, but not exactly unheard of.
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(I fully expect this to devolve into some sort of Star Wars canon/fanon debate.)
While I really like the idea in theory, in practice it creates a lot of work for the DM. It makes it so that a mandatory part of the world-building processs is going through every single one of the cleric powers and deciding which ones get little perks for worshipping a particular deity. And you have to keep it all balanced. Which means that for WotC to condone that approach, they'd have to give the DMs a guideline for doing that.Nifft said:Here's the thing: Warlocks start out with one of three Pacts. This gives them a "curse" benefit (something cool that happens when one of their special designated targets dies), and a specific at-will power.
BUT! (and this is the cool part) But, they also have little notes in their Encounter powers which say, "If your pact is XXX, instead of just 1, you thingy the jobber by 1 + your Int bonus". That's encouragement for people to stay "within pact", but you aren't actually punished for choosing other Encounter powers.
It'd be nice if there were similar notes in some of the Cleric Encounter prayers: "if you worship the Queen of Ravens, this effect deals radiant damage equal to your Cha modifier even if you miss". That kind of thing.
Probably easy enough to add, but why couldn't they do it? (I'll be doing it for the deities specific to my setting, of course; but prolly it'll be vaguely amenable to generic PoL.)
Cheers, -- N
PS: Also, some of those Channel Divinity powers are rather weak in Heroic tier. Perhaps they start to shine brighter at higher levels.
I whole heartedly agree, the whole "magic is, well... magic" philosophy is a cancer that is killing the fantasy genre for newcomers who are being raised in a technological age where everything around them is governed by sets of natural laws and principles of logic. The nice thing about Eberron is that there are numerous aspects of the setting that are very resonant in today's day and age, such as the trains, Sharn (NY, anyone?), and bank accounts you can access anywhere.Alkiera said:And yet, in all the editions there have been, all the official settings, there was one... One... that actually treated magic like technology, and did as you suggest; Eberron wasn't even invented by anyone at WotC/TSR, it won a freaking contest.
Mind you, I love Eberron, for that very reason; but out of the many fantasy settings out there, both D&D and fiction/literature, very very few treat magic like technology. There are all kinds of excuses why; magic users are rare, magic is very hard to understand, and/or inconsistent in practice. The whole 'magic is inherently chaotic, and therefore impossible to apply logic to' idea.
Frankly, I think the real 'reason' is that all legends of magic come from by-gone eras, from before there was much in the way of logical thought or scientific process or methods. Heck, the idea of cause and effect, and the difference between causality and coincidence is pretty new, in the grand scheme of things. Because of this, people go the 'magic is not technology' route to maintain a sense of the fantastic. It's wild, crazy, MAGIC! Not just a smart guy with fancy tech.
A pox on your house, you lucky bastard!mrrodgers said:The cool thing is, I live like 20 min from Kieth Baker.
1: Unlike earlier editions, there is (allegedly) some numerical analysis behind this edition. Those numbers are not impossible to extract. So unlike earlier editions, it's actually possible to design such an augmentation, and have good reason to suspect that it is (or is not) balanced.MindWanderer said:While I really like the idea in theory, in practice it creates a lot of work for the DM. It makes it so that a mandatory part of the world-building processs is going through every single one of the cleric powers and deciding which ones get little perks for worshipping a particular deity. And you have to keep it all balanced. Which means that for WotC to condone that approach, they'd have to give the DMs a guideline for doing that.
Nifft said:Here's the thing: Warlocks start out with one of three Pacts. This gives them a "curse" benefit (something cool that happens when one of their special designated targets dies), and a specific at-will power.
BUT! (and this is the cool part) But, they also have little notes in their Encounter powers which say, "If your pact is XXX, instead of just 1, you thingy the jobber by 1 + your Int bonus". That's encouragement for people to stay "within pact", but you aren't actually punished for choosing other Encounter powers.
It'd be nice if there were similar notes in some of the Cleric Encounter prayers: "if you worship the Queen of Ravens, this effect deals radiant damage equal to your Cha modifier even if you miss". That kind of thing.
Probably easy enough to add, but why couldn't they do it? (I'll be doing it for the deities specific to my setting, of course; but prolly it'll be vaguely amenable to generic PoL.)
Cheers, -- N
PS: Also, some of those Channel Divinity powers are rather weak in Heroic tier. Perhaps they start to shine brighter at higher levels.