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T O P I C    R E V I E W
Neil Bishop Posted - 29 Nov 2008 : 11:23:02
Edit: I'll just bluntly and clearly state that I will start posting my ideas in this thread for variant FR races using the 4E rules but based on the pre-4E flavour. I welcome anyone's comments, contributions and outright criticisms. My 4E rules-fu is still weak so feel free to shoot me down if I Mongoose anything.

Two facts about my group:

1. My players enjoy their games but hate to do anything to develop their characters outside the game so it always falls to me to provide ideas for advancement and character builds so 4E suits them better as character generation is so much easier.
2. As DM my time is becoming more limited and 3.5E demands a large amount of prep time. 4E is so much simpler to prep for and is also a simpler game to run.

As a result of these two facts, I have decided to convert my 3.5E game to 4E even though I hate, loathe and detest the 4E Realms but it seems that the 4E ruleset will suit my group a lot better.

Here are my questions:

1. Is anyone else running the Realms pre-Spellplague but using the 4E rules?
2. If so, what did you do about:
2.1 the Weave and the Shadow Weave? I want to keep these and am
considering how best to convert them to 4E.
2.2 the various races/sub-races. Eladrin are fine as star elves
"as is" and elves are more or less right for wild elves but
what about the other sub-races? Has anyone done any conversion
or creation work that I can "borrow". Ditto for the other
races.
2.3 regions?
2.4 languages? I'm planning to keep 3E's languages.
3. Would anyone be interested in contributing to some threads to
"update", as it were, these sorts of 3.5isms to the 4e ruleset?
16   L A T E S T    R E P L I E S    (Newest First)
Tyranthraxus Posted - 02 Dec 2008 : 15:57:33
Drow are discribed in the new FR Player's Guide. Further more I would use the standard PHB dwarf traits for shield dwarves. But it looks nice, keep up the good work
Neil Bishop Posted - 02 Dec 2008 : 15:23:38
Cross-posted at ENWorld http://www.enworld.org/forum/4e-fan-creations-house-rules/246134-forgotten-realms-d-d-4th-edition-rules-3-5e-flavour.html " target="_blank"> http://www.enworld.org/forum/4e-fan-creations-house-rules/246134-forgotten-realms-d-d-4th-edition-rules-3-5e-flavour.html
Pandora Posted - 02 Dec 2008 : 14:40:37
One problem that affects the flavor, but which is caused by the 4e rules needs to be discussed when you want to keep the 3e flavor: In 4e all classes are "the same", they get the same number of powers at the same levels. Before 4e high level Wizards were very very powerful and generally feared because of one factor: You didnt really know which spells they had at a given day and they could choose from a VAST array of spells. In other words they were masters of flexibility. With 4e this is gone and there is no reason to "fear" Wizards more than other high level classes. You could say you dont really care about that and like that equality, but IMO this is one part of the flavor of pre-4e D&D.

Since I have no more than a basic understanding of 4e I cant help you solve that problem.
Neil Bishop Posted - 02 Dec 2008 : 13:12:43
Dwarves

Gold Dwarf

Racial Traits

Ability scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 5 squares. (even when encumbered by armour or a heavy load)
Vision: Darkvision
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance.
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armour or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Shield Dwarf

Racial Traits

Ability scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 5 squares. (even when encumbered by armour or a heavy load)
Vision: Darkvision
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance.
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Weapon Proficiency: You gain proficiency with the hand axe and battle axe.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armour or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.


Wild Dwarf

Racial Traits

Ability scores: +2 Constitution, +2 Wisdom
Size: Small
Speed: 5 squares. (even when encumbered by armour or a heavy load)
Vision: Low-light vision
Languages: Common, Dwarven
Skill Bonuses: +2 Endurance, +2 Nature, +2 Perception, +2 Stealth.
Ironguts: +5 racial bonus to saving throws against disease and poison.
Snake-eater: A lifetime eating snakes and other poisonous denizens of the jungle have given you poison resistance 5 plus half level.
Weapon Proficiency: You gain proficiency in the hand axe and blowgun.

Neil Bishop Posted - 02 Dec 2008 : 08:31:32
Half-elves:

Racial Traits

Average Height: 5' 4" - 6'0"
Average Weight: 130 – 170
Ability scores: +2 to any one score, +2 to a score for which your elven parent’s race receives a bonus (note that both bonuses can be applied to the same score for a total +4 bonus)
Size: Medium
Speed: 6 squares.
Vision: Low-Light
Languages: Common, Elven
Skills: either choose from your:
- human heritage to have an additional trained skill; or
- elven heritage to have +2 bonus to the same two skills for which your elven parent receives bonuses
Fey Origin: Your elven ancestors were native to the Realm of Faerie, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Mixed Heritage: You are treated as both a human and an elf (or the relevant subrace, if applicable) for the purpose of feats, paragon paths etc….
Choose Your Heritage: either you gain a bonus feat because of your human heritage or you gain one of the following abilities depending on your elven parentage:

• Drow: darkvision instead of low-light vision
• Moon: elven accuracy
• Star: fey step
• Sun: wizard at-will spell as an encounter spell
• Wild: elven accuracy or ranger at-will ability as an encounter ability
• Wood: elven accuracy or ranger at-will ability as an encounter ability or fey-pact warlock spell as an encounter spell

If you are of the class mentioned, instead of an additional at-will ability as an encounter ability, you gain an additional at-will.

Comments?
Neil Bishop Posted - 02 Dec 2008 : 08:27:37
Starting with elves, how about these as the ability adjustments:

Dark: +2 Dex, +2 Int
Moon: +2 Dex, +2 Cha
Star: +2 Dex, +2 Cha
Sun: +2 Dex, +2 Int
Wild: +2 Dex, +2 Wis
Wood: +2 Str, +2 Dex

Skill bonuses:

Dark: +2 Intimidate, +2 Religion
Moon: +2 Diplomacy, +2 Perception
Star: +2 Arcana, +2 History
Sun: +2 Arcana, +2 History
Wild: +2 Nature, +2 Perception
Wood: +2 Nature, +2 Perception

Comments?
Wooly Rupert Posted - 01 Dec 2008 : 17:43:58
And with that out of the way, perhaps we can return to the actual topic?
Kilvan Posted - 01 Dec 2008 : 17:00:36
quote:
Originally posted by Dagnirion

-I would recommend that, in asking others for help, you be the polite one, as you are relying on those others, who have no reason to go out of their way and lend assistance to those who are rude.



I must say I agree. I think your earlier post was rude and uncalled for. Most of us are trying to help by posting, no need to make such posts against those who did not exactly answered your quesion.
Lord Karsus Posted - 01 Dec 2008 : 16:57:30
quote:
Originally posted by Arion Elenim

By the by...having not gotten ahold of any 4ed novels yet, are the Eladrin calling themselves that now? Or do they still make distinctions in the race?



-Sourcebooks/Comments made by designers, like Rich Baker note that "Eladrin" is the D&D term, and that Sun Elves call themselves Sun Elves in game, Moon Elves call themselves Moon Elves in game, and so on. How this is going to work, in practice, I don't know. I can easily foresee the catch-all "Eladin" being used all more commonly. When it was posed to Bruce Cordell, how such a thing could in theory happen, and if designers could do anything about it, he did not answer.
Lord Karsus Posted - 01 Dec 2008 : 16:55:16
-I would recommend that, in asking others for help, you be the polite one, as you are relying on those others, who have no reason to go out of their way and lend assistance to those who are rude.
Arion Elenim Posted - 01 Dec 2008 : 16:53:56
By the by...having not gotten ahold of any 4ed novels yet, are the Eladrin calling themselves that now? Or do they still make distinctions in the race?
Neil Bishop Posted - 01 Dec 2008 : 10:49:24
quote:
Originally posted by Dagnirion

-Regardless if you like it or not, that's the official take on it. (blah blah blah)


It's clear from my post that I don't like it and I am soliciting other ideas.

- Please
- read
- before
- replying.

quote:
Originally posted by Markustay
I'm still toying with this idea myself. (snip)


Thanks, that's more along the lines of what I was hoping to hear. Yes, maybe ENWorld is a better forum for this but I was trying to make a positive contribution here at the 'Keep in light of recent events.

I'll post the first draft of my races later tonight.
Markustay Posted - 30 Nov 2008 : 18:30:55
I'm still toying with this idea myself.

I'm not a big fan of the 4e rules, but I always greatly modify the rules to suit me anyway, and in the past I've always based my home game on the latest ruleset, so I'm considering re-writing yet another edition to suit my tastes (which means putting back a lot of the 3e stuff into 4e, like spell schools, which is why I'm still debating this decision).

Anyhow, this is the perfect forum to discuss this, in terms of applying old lore to things, but in terms of rules, we here (for the most part) are certainly not the most familiar forums with 4th edition rules.

For pure-crunch conversion stuff, I'd recommend ENworld. WotC forums works for that as well, but then you have to wade through piles of crap to find aything useful.

Either way, keep us informed about whatever stuff you come up with - I know I'm personally interested in this sort of game, and I'm sure others here would be as well.
Lord Karsus Posted - 30 Nov 2008 : 18:01:53
-Regardless if you like it or not, that's the official take on it. Lorewise, all of that can be ignored, and the subraces are their ol' normal selves (that, I recommend), but mechanically, having had it all sink in over the months, that's probably the best way to do it, with the 4e rules. Maybe some tweaks here and there, to reflect Sun Elves being more disciplines, or Star Elves being more timid, but grouping them in the same category, mechanically, I don't have too much of a problem with anymore. Given some time, when 4e becomes broader, and more new races are made, and the rules get some more quirks and stuff, then it might be time to separate the various subraces with differing stats.
Neil Bishop Posted - 30 Nov 2008 : 04:53:39
Yes I know what the 4E Player's Guide says but I am saying that I don't like it. I want to do the elf races to match the pre-4E flavour.

Anyway, maybe this isn't the board for this sort of discussion.
Lord Karsus Posted - 29 Nov 2008 : 22:13:42
-Concerning the Elves, in 4e, 'Eladrin' are Sun Elves, Moon Elves and Star Elves, while the 'Elves' are Wood Elves and "Wild Elves". Concerning Avariel, Lythari, and Aquatic Elves, they don't have 4e stats, yet (I don't believe). Avariel, you can use 'Elf' stats, but give them wings, Aquatic Elves, you can use 'Elf' stats, but allow them to breathe in the water. And, with Lythari, you can use Werewolf stats, but say that they are Elves, instead of Humans.

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