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Recent posts by
Fletch:
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Matthew Koelbl wrote:
We're not writing a book - we're playing a game. And the setting should be set by what makes for the best game.
Matthew makes a sharp observation. Is Dragonlance cool because it adhered to the mechanics of 2nd edition? Probably not, though I'm not the avid DL fan many others are. Matt makes me wonder if the 4e versions of these classic settings aren't better served by writing 4e versions of them rather than trying to make sequels.
Like the new-ish Battlestar Galactica, I guess.
Now, I'm not sure what the main selling points of Dragonlance were (help me out, DL fans), but I'm thinking it's a world abandoned by the gods after a great catastrophe and rediscovering their divinity in the face of a war between two opposing gods on the face of Ansalon. That those two gods often wear dragon faces makes this a war of dragons. Oh, and they didn't like hobbits so they morphed them into Kender.
Now I know how the dedicated Dragonlancers are going to answer, but for the more casual player, would you be okay with a setting that re-envisions the original concepts into a 4e game world? How much of the developed world history would you need to keep to feel like you were in Dragonlance?
As an aside, my favorite 4e campaign setting so far has been the Middle World of the assumed PoL setting (even though it doesn't have a map, grrrr). That the history of the world plays to the 4e rules rather than just acknowledging them gives that setting a stronger basis to me. Considering the number of comments here about how the original Dragonlance worked so well with the 2nd Ed. rules is probably an indication that that's an important aspect of world-building.
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Personally I applaud the DM who's willing to put common sense over the rules.
Player: "But the rules right here say it doesn't affect my move speed."
DM: "The dagger sticking in your calf says otherwise."
One of the big strengths of 4th edition is that it really opens the doors for PCs to do some amazing things. As a DM, I've said 'yes' to stuff I wouldn't have allowed in 3.5 simply because the rules are open enough to allow for some off-the-wall behavior.
What doesn't get a lot of press, though, is that the reverse needs to also be true. Just because the rules allow it doesn't mean a DM should toss aside common sense.
I have an open narrative-challenge to my players. If they can describe to me how something works when it otherwise shouldn't, I let if go. When a warlord tries to revive an unconscious teammate with a motivational speech I say no...until the players describe narratively how the words seem to cut through his fogged mind and draw him back to reality.
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Savage Tide, no doubt about it.
It's got so many different types of adventures that you can't get bored with it. There's dungeon crawl, urban, jungle, city-building, exploration, negotiation, at-sea...
Mix in a great dastardly, reoccuring villain who just keeps getting more evil as he battles the PCs, a good mix of rival NPCs to keep the non-combat portions from getting dull, and a capstone enemy as iconic as the 1st Edition Monster Manual and the campaign is tops to the very end.
For dessert there was a great set of Savage Tidings articles in Dragon Magazine to go along with it to help keep the players involved in the developing campaign.
"Hey, there's this article about upgrading our ship, should we be looking into that?"
"Why yes. Yes you should."
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seekerofshadowlight wrote:
A CG God would not give a damn if you broke your code for the greater god what do they care,
This is a very interesting point. If a LG paladin of a CG deity converted over time to, say, NG, by the rules he'd lose his paladin abilities. It'd be hard to justify that RP-wise, I think. Why would your god take away your powers when you become more like him?
It's an interesting debate. I'd argue that the lawful aspect of the paladin stems from his own personal code and failure to live up to his own code is what causes the crisis of faith and the loss of paladin powers. That's how I'd play it, anyways. Like the rest of my arguments on this thread, it all depends on how the player roleplays it.
Unless the rules or setting specifically forbids an idea (I said no drow PCs!), I think it's in in the spirit of the game to allow an idea as long as the player puts in the work to explain how it comes to be. That's a core strength of a tabletop RPG.
seekerofshadowlight wrote:
So a LG paladin who did fallow Cyden would not stay LG or a paladin for long
Not true. I think I've given enough examples of how a character could enjoy Cayden's "lifestyle" and still maintain a lawful outlook. The idea that a paladin must be a rigid, by-the-book, lawful stupid in word and deed, 24-hours-a-day nutcase went out with 2nd edition.
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Ironically, it was the Chevalier that inspired the idea of a Cayden paladin. I've recently been re-reading Second Darkness and I got a real kick out of the article on Cayden himself. As I was thinking about ideas for a cleric, I saw the chevalier and was inspired by ideas of what a paladin of an inebriated god of bravery would be like.
To be honest, I've seen enough cookie-cutter paladins over my years of gaming (and played several of them myself), that the thought of playing an against-type character like this really appeals to me. I'm still several months off from being able to play my first PFS game (the Philippines says 'hi'), so I'm willing to wait for any clarification from the PFRPG book coming out in August. In a pinch, though, I'll just play a god-free paladin who just happens to like a lot of what Cayden stands for (and wonders if maybe that rascal isn't empowering him from behind the scenes). Easy peasy.
As an aside, though, I just re-read the PF Companion to Second Darkness and was bummed to see that it specifically mentions that the church of Cayden in Riddleport has no paladins. If I really wanted to twist it, I could read that as implying that other churches of Cayden have paladins, but that seems kind of desperate. That same page, though, then goes on to list the common paladins like those mentioned above and ends with reference to "paladins of other faiths" allowing that maybe there are paladins of gods other than Iomedae, Abadar, Erastil, and such.
It's a puzzler.
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seekerofshadowlight wrote:
--a bunch of great research--
Thanks for looking those up for me. I completely see your point, but can’t agree that a lack of examples means it doesn’t exist. To use a cartoonishly exaggerated example, I’ve yet to see an NPC fighter who specializes in unarmed fighting in Pathfinder, but that doesn’t mean they’re all monks instead.
I guess what I’m getting at is the old “absence of proof is not proof of absence.”
Zurai wrote:
Actually, I'm in favor of Paladins of LE deities that only act on the Lawful aspects of that deity's domains.
That's something I'd have to see in play and would probably depend on the god in question. Could you play a paladin focusing only on the lawful aspect of Achaekek? What part of murder and assassination are you supporting by being good? The stone giant god Minderhal, meanwhile, has justice and strength listed in his Areas of Concern. You could probably come up with a good argument of how a lawful good figure could still promote his interests without actually giving in to evil.
Asmodeus, meanwhile, doesn’t seem to have any redeeming pro-paladin qualities until you factor in how he (more or less) brought peace to Cheliax. I could see a LG paladin supporting Asmodeus and promoting the lawfulness and stability he brought to the country.
The tricky slope, though, is that the crunch of the paladin class specifically says committing an evil act will cost your paladin his special powers. Paladins of LE gods will probably have some hard choices to make as they go about doing their god’s work. The rules as written are a bit more lenient towards chaotic acts, though, simply saying that you lose your abilities if you *become* non-lawful. There’s some room in there for a paladin of Desna to light out of town unexpectedly or for a paladin of Cayden to booze it up. Now, if the paladin of Desna abandoned his wife and kids to hit the road…yeah, chaotic.
Again, I’m going to reference the Three Musketeers. Above all, they’re loyal to each other and the king, even as the regime of France shifts and tries to take their loyalty. Even at the risk of being outcasts, they still fight for what they believe is right and ultimately good for the country. The fact that they get drunk, sleep around, duel amongst themselves, and are the most boastful SOBs since Sherlock Holmes* doesn’t change their alignment any. Not in my eyes, at least. Come to think of it, the Great Detective himself could easily be classified as Lawful Good despite a drug problem and insistence on working apart from the established law.
* Yeah I know the Musketeers were published before Holmes, but work with me here…
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Yep, I was asking about LG paladins. It's an idea I had for a Pathfinder Society character but wasn't sure it was rules-legal.
Roleplaying-wise, the lawful side of the alignment is most often described as a personal code of honor rather than a tyrannical obsession with ruling others. Modeling off of the Three Musketeers, fer instance, I can easily see how a person could be LG and still believe in what Cayden has to say.
In fact, his Second Darkness write-up describes how strongly he fights against injustice. That's a very paladin-friendly concept.
I guess I could wait the couple months until the Pathfinder book is released. If it doesn't specifically limit a paladin's alignment, then I'm golden.
If nothing else, I'm looking forward to using his lay on hands ability and describing how it burns like a good bourbon.
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Thanks for all the insights, gang. I’m not 100% new to painting minis, though. I have a pretty good collection of Dogs of War, of all things, but have since tossed all of my painting and modeling supplies during all my moves. To be honest, it’s only the extra pay that I’m getting for this deployment that has me looking at Games Workshop, but I love all those fiddly bits that come with the plastic models. Assembling is half the fun.
Having spent hours ogling the online catalog, I’ve made up my mind on Empire and Tau for Fantasy and 40k, but I’m not so convinced that the GW paints are the way to go. They just seem like they’re too expensive for the little bit of paint you get, especially compared to how much it costs to get for a big bottle of Ceramcoat (fer instance) from any online craft supplier. I have, however, heard that GW's metals and washes are superior. Should I pay the extra for those? Are they really top notch?
I’m actually assigned to a special ops unit in the Philippines right now (never thought I’d ever have to say that sentence) so space isn’t quite as restrictive as if I were on a ship. I’m sure one of those battalion sets won’t take up too much space even when assembled and I can’t imagine having enough free time to need any more than one of those while I’m here.
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jakoov wrote:
As for "light" dungeon presence, I'd say, on top of my head (in order from less dungeons to more dungeons):
Second Darkness
...etc.
Really? That surprises me. I've read all of one issue of Second Darkness, but I thought the premise was based on Golarion's version of the Underdark. I'd just assumed it was dungeon crawly.
The rest of the list, though, matches my estimates, though, so I'm willing to take your word for it. When adding social interactions to the recipe, though, I might say that Savage Tide edges out Crimson Throne. Even though CotCT is city-based, I never got the same feeling of being able to socially achieve your objectives like in Savage Tide.
In Tide, fer instance, there's an adventure involving politics in a small town and there are a handfull of NPCs included almost specifically as romantic interest characters (complete with jealous counter-suiters) and a rival band of adventurers the PCs spend a lot of time with.
In Throne, meanwhile, the NPCs seem to have little circles of their own and social encounters in that campaign tend towards the "this is your boss" type characters.
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