technoextreme
Explorer
I'm talking about fantasy archetypes that predate Tolkein by a couple hundred years.Manga and star trek have become fantasy archetypes too. Doesnt mean that either one belongs in the core D&D book.
I'm talking about fantasy archetypes that predate Tolkein by a couple hundred years.Manga and star trek have become fantasy archetypes too. Doesnt mean that either one belongs in the core D&D book.
I'm talking about fantasy archetypes that predate Tolkein by a couple hundred years.
I just ... um ... You just named at least two, and IMO three of the best things to come out of D&D's development.Want to be a munchkin race/class? I dont care. Not a bit. A good guideline to start is, if it was in eberron, dark sun or 4e, toss it and light it.
I've never heard a single good reason why some character concept needs one of these bits of nonsense. No matter what the players say it always comes down to some sort of munchkinism.
Why doesn't it count? People thought the philosopher's stone was really and it doesn't make it any less of a classical fantasy archetype. People used to believe gnomes were actual stone creatures.Find me some steampunk from the 1600's then. And Davinci's drawings dont count. He wasnt "telling stories" he was actually trying to build those.
I also find it mildly hilarious that I'm fairly certain that only one or two of the races in 4th edition are unique to it.I just ... um ... You just named at least two, and IMO three of the best things to come out of D&D's development.
What the hell? Klingons are probably the most transparently opaque version of what I can imagine is probably the only fantasy archetypes you would find acceptable. And the most hilarious fact is that I'm relatively certain that the imagery and the concepts were in core books.But i dont want any damn Borg or Klingons in my core book either.
My game has a tiefling PC, a paladin of the Raven Queen. He deals death to anyone who asks for it (and plenty who don't), broods on the fate of his dead people and their civilisation, and gets on well with duergar (although suspects that they haven't fully internalised the consequences of their own people's dealing with devils).
Your right, that absolutely REQUIRES a tiefling. No human/elf/dwarf has ever been a paladin before. And no human civilization has ever come to an end.
My game also has a drow PC, a chaos sorcerer and Demonskin Adept. He is a member of a secret cult of Corellon worshippers who seek the liberation of the drow from Lolth, and whose ultimate goal is to undo the sundering of the elves. On the way through it seems likely that he will try to somehow purge the taint of the Abyss from the Elemental Chaos.
So basically DRIZZT took caster levels instead of ranger ones? Why wouldnt that work with a regular elf who wanted to unite the elf race and purge elemental chaos? Something any caster could easily have as a goal?
Why doesn't it count? People thought the philosopher's stone was really and it doesn't make it any less of a classical fantasy archetype.
I also find it mildly hilarious that I'm fairly certain that only one or two of the races in 4th edition are unique to it.
What the hell? Klingons are probably the most transparently opaque version of what I can imagine is probably the only fantasy archetypes you would find acceptable. And the most hilarious fact is that I'm relatively certain that the imagery and the concepts were in core books.
I've kind of been trying to post as both at once, but I'll readily admit it's probably not obvious.And yet I, and all the people I mentioned in my post, are posting on this thread as GMs, not players.
That points out a major difference between us, I think; in that I like to see D&D as a sort of Tolkein with extras. You see as core what I see as extra, or un-needed.pemerton said:Personally I'd be happy, seeing as I find them irritating outside of Tolkien. [...] My game has a tiefling PC, a paladin of the Raven Queen. He deals death to anyone who asks for it (and plenty who don't), broods on the fate of his dead people and their civilisation, and gets on well with duergar (although suspects that they haven't fully internalised the consequences of their own people's dealing with devils).
My game also has a drow PC, a chaos sorcerer and Demonskin Adept. He is a member of a secret cult of Corellon worshippers who seek the liberation of the drow from Lolth, and whose ultimate goal is to undo the sundering of the elves. On the way through it seems likely that he will try to somehow purge the taint of the Abyss from the Elemental Chaos.
Just make them different classes and lock in the mechanics, for crying out loud. For arcane: Vancian = Wizard. Non-Vancian = Sorcerer. For divine: Vancian = Cleric. Non-Vancian = Shaman.pemerton said:if WotC has rules that make both Vancian and non-Vancian wizards mechanically and thematically viable, what is the point of hiding one behind an "optional and at your own risk" sign?
Dealing death to those "who don't ask for it" seems to be much more in-line with a Tiefling servant of the God of Death than that of another race.
Further, (the part you omitted) given their infernal heritage/bloodline, they would have unique insight into the culture and individual mind of the duergar. There would be a natural kinship in their exile..
The Tiefling portion of this character would have definitive thematic implications that wouldn't necessarily be intuitive or organic with another race. So. Required? No. Legitimate and thematically compelling in play. Absolutely.
Your (willful?) unfriendly rendering here is far, far worse than the first one.
Perhaps where a human or elf would be afflicted by horror at the idea of harnessing demonic power to undermine a demon lord's agenda...a drow is inclined to unflinchingly feel that the ends justifies the means.
To the best of my knowledge, not as a result of dealing with infernal powers.And no human civilization has ever come to an end.
I think there's a difference between brooding about orcs - which are an external threat to a dwarf or elf - and brooding about the failings of your own people that caused your downfall. A closer example in mainstream fantasy might be the sons of Feanor Maedhros and Maglor.You just basically described the standard fantasy elf or dwarf, but instead of brooding about orcs and ruined cities it was bad magic and ruined cities.
This is more-or-less how it played out in my game, yes.Further, (the part you omitted) given their infernal heritage/bloodline, they would have unique insight into the culture and individual mind of the duergar. There would be a natural kinship in their exile...something of a Stockholm Syndrome relative to the greater culture...even if the two races/cultures are aesthetically different and governed by an opposing moral hierarchy.
Maybe it would, but it would be a different PC. For example, the elf you describe probably wouldn't be an exile. S/he wouldn't have to be a member of a secret society, because s/he could probably be open about his/her goals. And there would not be the same relationship with Lolth and the Abyss.So basically DRIZZT took caster levels instead of ranger ones? Why wouldnt that work with a regular elf who wanted to unite the elf race and purge elemental chaos?
The bit about heresy is certainly right. It fits with the general persona of the PC (he is also the party Bluff-bot, and notorious for dropping his Cloud of Darkness in combat without full regard to the welfare of his fellow party members).As I'm certain you know, a typical Drow society is (dis)organized around a Lolth-centric regime. Worshiping Corellon would, of course, be as heretical as anything you could do. Reuniting elvenkind into a singular people again is clearly this characters primary motivation/quest.
<snip>
Purging the Elemental Chaos of the Abyss is likely an idea borne of self-interest as much as anything else.
<snip>
If demons have access to the Elemental Chaos by way of the Abyss, he leaves a potential opening for retribution every time his bloodline activates its sorcerous power.
Huh? All races in 4e have access to racial abilities. And tieflings are generally regarded as one of the weaker racial choices, as best I have a sense of the optimisation boards.Essentially they took basic fantasy tropes and found some excuse why they needed kewl powerz in order to play them.
As I've indicated, you're pretty much on target with your diagnoses. I've never claimed that the thematic material in my game is particularly surprising or unpredictable! - I follow the standard fantasy tropes pretty closely - but I can't see any connection to munckinism. These are completely legitimate PCs that are interesting in play. And interesting in play is my number-one criterion for a well-built PC.its quite easy to see how each aspect of these PC builds and their corresponding thematic color and agenda fit together. I know nothing about pemerton's campaign and I can throw that together completely off the cuff at a moment's notice. And it has nothing to do with "munchkinism" as any choice they make is just as powerful as the one they do not choose (given 4e's balance amoung build choices).
There is nothing particularly sucky about 4e half-elves, but the PC was a feylock, which is a hard class to play well. Hence at 3rd level, when the PC died, the player brought in the drow sorcerer in its place.And that half elf would suck too, but for entirely mechanical reasons. I.E. it would just suck at everything.
I think you may have missed [MENTION=6680305]technoextreme[/MENTION]'s point, which was that Klingons aren't a sci-fi archetype at all. They are a fantasy archetype - the brutal but honourable warrior culture - with the thinnest veneer of sci-fi painted over them. (Other examples of this sort of sci-fi veneer over fantasy include the Fremen in Dune, the Hawkmen in Flash Gordon, the Jedi in Star Wars and Cthulhu in the HPL short story.)Klingons are fine for sci-fi. Not for D&D.
As far as I know you've never posted any actual play from your own game, so I have no idea how sophisticated or shallow it is.No one cares about duergar
<snip>
You could in fact make the exact same story with any character, get rid of the racial munchkin powers though and you'll find no one would play that character. Try it sometime, tell the player he can have the exact same character, same story, same everything. But no munchkin powers and watch him howl and scream.
<snip>
All that culture/society drow stuff means exactly zilch unless your campaign is heavily interacting with the drow in and around their cities and the difficulties of that come up all the time.
Which would mean that your other players characters arent getting their stories followed, because this one player is busy hogging the spotlight.
Or maybe the munchkin just came up with a short story he knew wouldnt ever really matter in play to justify his kewl powerz.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.