Below lists the changes from 3e to 4e in brief because a lot of people seem confused about the tieflings, dragonborn etc.- [post=370001]Combat[/post]
- [post=370021]Char customization[/post]
- [post=370031]Classes[/post]
- [post=811941]Builds[/post]
- [post=370041]Races[/post]
- [post=371041]Character Origins[/post]
- [post=371061]Paragon Paths, Multiclass and Hybrid.[/post]
- Neverwinter game and importance of Lore <<link>>
- [post=370751]Introduction to Neverwinter[/post]
- Faerun Calendar by Zebular - "[thread=18641]Grimoire of Time[/thread]". For everything related to dates!
- [thread=86111]Feedback for my Foundry Campaign[/thread]
Combat:
The combat in 4e is different. Those who have played daggerdale(not a good game) may have noticed that there are monsters with "roles".
For example, if there is one monster standing, and you attack it - it may not attack you back but start to scream. And with his scream the nearby patrolling monsters may hear and come to attack you. Similarly while you are trying to attack a mage monster, the guardian monster may run to stop you while striker may try to flank you.
Combat in the game, from what we see in demos and all - has been simplified. There are standard groups of monsters with fewer roles. The monsters do not have lurker and other roles but just like PC they have controller, striker, guardian and leader roles. The mobs are also categorized into different difficulties(as seen in foundry demo videos) and the groups are scaled according to level. This seems to follow STO more closely than other games.
So when a set of monster is generated, you can set its difficulty - type and those groups will have set roles. So for example you want to place a illithid encounter in your foundry, you will have to decide difficulty(easy, hard, elite or something). The monsters will be illithids and they will have set roles as defined - e.g. you choose a group of illithids with 2 controllers and one guardian; easy encounter. Then when you play, the difficulty will be scaled to your level and you will have any two illithid monsters who are controllers(most probably mages) and one "tank" (most probably melee). Their stats will be pre-defined and when you fight it, even after being scaled - it will be easy as defined.
The non-foundry missions will have boss monsters which (according to demo videos) spawn minions around them while they fight.
Hence you can design the encounters to a large limit.
The combat will be assisted non-tab targetting. That means you cannot use tab to select monsters but you have to point at them. However, there will be some assists from AI. Assists are used in many games popularized by the game Fable, Rune etc. In fable you were able to lock on to your opponent using space and then when you moved (by pressing A or D) you would not move sideways but in circle around the opponent so your opponent is in center. That way the reticule does not move away from your target even if you strafe sideways.
So when you have pointed someone to your reticule in NW, your enemy will be highlighted and when you move sideways you would probably instead move in circle around that opponent. However if your reticules accidently points away from the monster, as there is no lock or tab-targetting unlike other games, you will again got to free mode where you will not be assisted. This assist can be experienced in other games like RaiderZ too.
Other assist used in many games is that if there is only one monster around you, you do not have to taget it accurately. Even if your reticule is a bit away, it will be "selected" and you will be allowed to use your power. Also, distance will help if there are more than one monster to let you select the closest one more easily.
It seems ranged combat works unlike DDO where you can dodge arrows. This is because in the videos your ranged powers (as with wizard's magic missile video) only activate when monster is in your reticule. So you cannot fire magic missile in empty space hence you cannot miss. Same goes for enemy arrows - unless you use shift to dodge them.
However it seems that some AoE can be worked out even without target (as with Guardian fighter's daily). Hence AoE seems to be either location based(hence avoidable by running away) or centered on caster.(like in RaiderZ)
Comments
In 4e, character customization is somewhat different than earlier editions.
For every class you have one primary stat. This is the same as earlier - for example wizard used to have INT as primary, cleric WIS etc.
All other stats can be set by you, e.g. a battle cleric build will have strength as secondary stat and charisma as tertiary stat. Similarly trickster rogue will have int and dex as 2 important stats. The powers of these "builds" will use primary or secondary stat as damage modifier. Hence these two should be high.
As NW is using "recommended builds" of 'Trickster rogue' 'devoted cleric' 'guardian fighter' 'two handed fighter' and 'control wizard' - it means that primary and secondary stat will be fixed. The rest might be available for changing. There are many ways to assign stat points but two ways are most suitable for MMO:-
DDO and NWN1&2 uses Point buy method. It sets some limitation on primary stat (e.g. fighter must have lowest+3 stat in STR etc.) but everything else is open to editing. If this is implemented in NW, it can only be implemented for the stats not suitable for power. e.g. If you have battle cleric, your STR and WIS would be predefined and will not be changeable but other stats you can increase decrease as they will not change damage modifier of your powers(and thus not create balance issues). In pnp however, these can be changed but if implemented in a game which touts "serious pvp", it will be too resource consuming to allow you to edit these two attributes due to balance issues. [DDO and NWN both suffered from serious balance issues hence pvp not being 'serious' in those games but 'casual']
Second meathod is Standard array. In standard array you have a set like 18,16,14, 12, 12,10 or something which is same for all. You can match the Stat of INT, STR, WIS etc. with these numbers to set it. If implemented, 18 and 16 will automatically go to primary and secondary stat of the build you choose while you can match the remaining with your abilities [ as those won't effect your damage modifier of powers].
If your build, however, has one primary and two secondary abilities (like for a war-cleric build : STR, WIS and CHA) then you might have a standard array of 18 14, 14, 12, 12, 12 or something. That way 3 of your stats will be fixed and you can only assign remaining three.
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Second thing is about saves. Your saves are dependent on a pair of ability stats e.g. WIS+CHA, INT+DEX, STR+CON for will, reflex, fortitude. For wearing armor also you need STR+CON check[both individually i.e. STR>13 and CON>13].
Hence pairing these stats will be important.
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Lastly, your appearance should be a lot modifiable. If other games like CO and STO are a precedence, you will have unlockable costume parts and you can dress up your character for a fashion show. Though I hope they stick to medieval fantasy based setting only.
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p.s. When you level up, you can spend your 2 stat points on two different abilities. For most of the people this should be the primary and secondary stats to increase power but for those who feel they need more health, they can spend it on STR+CON instead. Or for the saves they can spend it on the pairs I described above. That will bring 'variation' into builds while maintaining that new comers do not 'screw up' their builds by choosing too low a primary or secondary stat.[/COLOR]
In 4e, the classes are very nicely categorized in two ways.
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Every class has a defined primary role, which can further be built to have a secondary role. But primary role of the build is fixed. So first way to classify a class is using the roles.
Roles:
1. Defender
This role is the one who stands and endures. He can take a lot of damage and can mark a target. If that target leaves him and tries to hit another, the defender will attack to stun or heavily damage the "running" opponent and thus getting his aggro back. He is not a tank but as the name says - a defender.
2. Leader
Leader basically is a healer and buffer - or a debuffer. These power may seem more supportive, but within a party they can make a lot of difference in 4e fights. In pnp, a party without one leader is gimped compared to a party with two leaders. However more than one leader are usually redundant.
3. Controller
The one who locks enemies so they slow down or stop so that they can be dealt with on one-by-one basis by the party.
4. Striker
The damager. Low health but high damage. Glass cannon.
These are the primary roles, but each class can have secondary role. So you can have a Barbarian who is very good striker with high DPS but also a defender when needed. However, a secondary role can never surpass primary role hence a fighter will always be a better defender than barbarian when compared as barbarian will be better striker than fighter at any given time.
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Second way is to classify using "Origin of Power". There are a few origins as described below:-
1. Martial
These guys are who have developed their might by themselves - practicing in gym, doing parkour in trees or practising their aim on bulls-eye. They do not use magics and such things.
2. Primal
These guys use powers of Primordials - the power of "Elemental Beings" who have since been forgotten. Basically this is like using "Real power of Mother Nature" or "Captain planet" kind of stuff. Yes druid is a good example here - but it is not about trees only but all elements of nature. So barbarian is a also a primal because they use power of their "ancestors".
IMPORTANT NOTE:- Rangers are not primal as they practise their shooting skills, tree enviornment and "natural traps" . They DO NOT use the power of primal beings like elementals or ancestor spirits.
3. Divine
The power from gods. Basically the power of paladin and cleric from 3e.
One exception to be noted here is Selune whose divine and arcane powers are often overlapping. This is because she allows her powers to be used by arcanists too as Moon always had mysterious arcanish connection(according to PHB 4e). [she gives out radiant power both as arcane and divine]
Also, Corellon gives divine powers and elemental arcane powers. And lastly, Sseth gives dark-magic evil powers which suck arcane magic out of other people.
4. Arcane
The magic of wizard, sorcerers etc. It was thought it can only come from weave like shadow weave or mystra's weave but with weave no more - It has become obvious that old way of thinking was a lie. It can be used without weave too.
5. Psion
Psionic power is rare in Toril and people often confuse it with divine and arcane magic. There are no known schools or cabals of psionic power in Toril. Even though monks exist in Toril, very rare do some monks practise psion crafts - and even they are self taught. Thousands of years ago, Jhaamdath existed as a psiocracy in now present Vilhon wilds but were destroyed by high elven arcanists. Many psionic artifacts can still be found in those ruins. After spellplague, psionic activities have been on continous rise in Toril unknown to common folks. Many Ardents, Psion and battleminds have been growing in number. Rumours of many monks who can "defeat an army" have also emerged.
The rise may have been due to spellplague or Abeir's return - but it is unknown which event caused influx of psions in such a large number.
e.g.
Monks become outsiders(aliens) when they master monkhood. Basically Kung-fu ki is psion.
Other classes use power of though. So for example, if you think you are not hurt from last attack, you will heal. If you think you will not be defeated, you will not get attacked. Hence power of thought is psion.
The psions(outsiders beings) use telekinetic and telepathic powers. So these two are also psion powers.
etc.
6. Shadow
There is shadow source too, but it will probably not be included for PC for it corrupting normal people. Necromancer, Shadowmancer, witches, Blackguards, assassins, Vampires are a few of those who use it.
p.s. Let me know if I missed to place any.
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Hence it is important to classify the classes either by role or by source if you want to decide your favorite.
- If you like a glass cannon and the gods - it means you should choose role striker and source as divine. Avenger (basically divine assassin) is the one you should choose.
- Like gods but not healing, want something like a warlock without devils being involved? Choose Invoker.
- Want to be an alien but a controller mage? Choose Psion
- Want to wield a dagger like rogue but want "Shamanic" power? Barbarian!
Races requires a whole new page due to various changes in the lore. Here we will concentrate on races available in forgotten realms.
Q) Should drow, genasi, tieflings not be rare like devas and half-orcs?
Ans:- No. That is because of changes in 4e.
Drow:- Ever since drizzt has come to surface, many drow have escaped the dark depths and come to surface. They are genrally good as most evil drow follow lolth and live under ground. But the drow child-abuse usually gets them and they are sulking and often selfish.
Official quote on escaped drow is:-
So usually all surface dweller drow in 4e are free of lolth and their being evil is completely independent of their background with lolth.
Dragonborn:- No, dragonborn have nothing to do with dragons. They are probably not reptile either. Their origin is debated but they were either created separately or to serve as dragon slaves. They founded their kingdom Arkhosia and had a long history of war with tieflings. Both of the nations - tieflings and dragonborn were completely destroyed. Then dragonborn kept serving dragons in the realm of Abeir. Then some of the dragonborn won their freedom and formed a seperate kingdom in Abeir. These dragonborn hated dragons with a passion.
After spellplague Abir merged with Toril and this kingdom was ripped apart and placed near cormyr. So for hundred years dragonborn are native of Toril (merged Abeir-Toril) and are regarded as peaceful, diplomatic people who like to raid dragon lairs. They are famous in adventuring parties due to their race being well-versed in fighting dragons.
They like tieflings because they fought them ages ago and know them to be "worthy enemies". So if a tiefling comes along to be added to party, they will take them due to "respect for their strength".
Usually they are honorable and direct - so they are excellent role-playing choice for paladins. Not very good with faith in gods like tieflings and are more self-reliant types.
Dwarves:- Nothing much has changed. Except that Moradin is not tied to dwarves anymore(though he is still respected by most dwarves). It seems dwarven women do not have beard...
Eladrin and Elves:- Will be filled in later, lot to fill here. But basically, Eladrin are fairy folks who use arcane magic (think fairy godmother) while elves are rangers living in forest with not much affinity for arcane but more affinity to nature.
Genasi:- It is said that before gods primordial spirits of elements used to rule the realms. These genasi are manifestation of such primordial spirits.
half-elves:- Not much has changed. Made from human+elf. The Neverwinter's second trailer has half-elf as rogue girl. (See my sharp eyes? Determined that after watching it a few times, knife-ears of her parents and her gave it away.)
halflings:- Never met a ling before, but half lings are the same. I wonder when we will have a ling class, have heard a lot about halflings but never the non-human entity which made them... {jk. there is no such being as ling. Or is it?}
human:- Almost the same except that they are regarded as most tolerant of differences of other races. Also, there was perhaps a god to humans like moradin is to dwarves. That god was most powerful of all gods and had Asmodeus as archangel. He died though (no surprise) but it is said asmodeus is still scared of him to this day. However, we are not sure if that god's lore extends to forgotten realm too or is it just for core.
Tieflings:- There was a very big empire known by the name Bael Turath. Its king went crazy and secretly performed the ceremony of BloodMoon in which he summoned Devils of Nine Hells and signed the contract with blood selling away the souls of common people of his kingdom. The king and nobles of his court got infernal powers because of it and became tieflings. That curse in the bloodline carried though all of the houses of Bael Turath and their features have goat horns and devil tails. They did not turn evil - they only became greedy and power hungry after becoming tieflings.
Later they fought with Dragonborn empire of Arkhosia and both the great empires were destroyed.
The contract binding them became weaker as time passed and the present tieflings are not much influenced by old contract. But it is easier for them to become warlocks compared to others are are more compatible with arcane magic compared to pureblood human. If pureblood human and a tiefling have a child, the child will always be tiefling.
They age the same as human as they are - afterall - human.
Very well done.
They talked about having assists in the case of cleric. As the cleric has not yet been unveiled, the real extend of assisted AI in targetting has not been released.
However, in the gameplay videos, all the mages are using assists (otherwise multiple magic missile will not be possible. Once they have locked on to the mob, camera follows them to a small extent to let you throw next missile at same target without lifting your finger.)
I am guessing, all ranged powers will have assists in reticule aiming.
Last time most texts talk about this city previously known for its precision of water clocks was more than a hundred years ago. Let me take you, adventurer, to a journey through times - what happened to this city and how it lost its clocks.
On 29th Tarsakh, 1385 DR Shar and Cyric murdered Mystra and the devastation known as Spellplague struck the realms. The city was strong - it had withstood the wailing plague and faced many ill-fortunes bravely with Lord Nasher but could it have held against the devastation that was? Luskan fell but the city held.
An unknown event caused an ancient slumber creature to wake up and in 1451 DR. And so did the fire slumbering in the pits of Mount Hotenow. First weakened by the blue fire of Spellplague and then attacked by the burning heart of Chauntea, the city eventually was destroyed by Devil worshipers and Thay. The devil worshiping Tieflings took over the city and ruled it while Valindra hatched her own plots. With Sylora Salm death in 1463 DR, Tieflings were major power in the city. The only surviving bridge called Winged Wyvern for as long as my records state, was named Herzgo Alegni. It seems the Tieflings will become the new rulers, or they will lose to Netherese making this city the center of dark powers of Towers of the Night.
Such was the fate and I, the keeper of time standing watch over the city felt time of men had come to an end.
But it was not to be. Herzgo death brought a stalemate giving the fate a chance, a hope coming from the south. In 1467 DR the Mintarn Mercenaries had arrived and along with it Lord Neverember. With his own plots and hidden personal agenda men from Waterdeep came with force taking control of Protector's Enclave. The abode of Tyr was remade even after the deity had departed from the Planes Above and it was to be the throne of the reforged kingdom of mortals - Neverwinter.
And I stood watch as how the mortals pushed away the Thay and Netherese and their intense fight from their city, the suppression of Devil worshipers and brought the plaguechanged monsters into the multipolar conflict. And on the land made of sands of such chaotic plots, is the very foundation of the New Neverwinter.
As citizen started frolicking the city to escape the ravages of Spellplague, Helm's Hold belonging to another dead deity was reclaimed and Plaguechanged citizens were sent there as a prisoner patient to be treated by Helm's monks.
It is now the year 1479 DR. The Ashamdai have made inlays into the heart of Neverwinter, using subversion and trickery to to turn one in power in their favor. I see a repeat of history with Aribeth, only held at bay by the chaos of various factions, and the recent rise of Sons of Alagondar.
And now in Driftwood Tavern, sits <General> who fights with adventurers for the defence of city walls against the assault of Valindra - the witch queen. <link>
He will be there defending the bridge tomorrow against a fresh assault. Now, where will you be?
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Character Origins: Post spellplague Descriptions
Amn
It is a part of Faerun which is controlled by the rich families, mainly merchants. Bribes and corruption are rampant and money precedes honor and justice. They no longer have any colonies but it is still dominant in trade.
The council of five openly rules Amn - houses Selemchant, Dannihyr, Alibakkar, Ophal and Nashivar. Only the spellcasters who are licensed to perform magic are allowed to do so, and these are from house Selemchant and called cowled wizards. The guild of Shadow thieves monopolizes Amn and is under control of house Dannihyr. The Cyric's worship is popular with house Nashivar having a lot of connections with its church. Rebels maily include an underground spellcasting group called Emerald Cabal. Also many Rebels include halflings.
Baldur's Gate
A very diverse city untouched by spellplague where becoming a citizen is only a matter of few silvers, is a city which has remained neutral in almost all the regional conflicts. People from spellplague affected areas rushed to Baldur's gate and it has now become the most populated city ever known. A prosperous city with a black market, all kinds of races and active trade are all kept under control by Flaming Fists - the city's law enforcement and now a force to reckon with.
Cormyr
TBA
Dragon Coast
Gray Vale
Luruar
luskan
Moonshae Isles
Myth Drannor
Netheril
The Dalelands
Waterdeep
Paragon Paths are used to choose a specific classification within a class. This is the 4e answer to post class and build based customizations to "Prestige Classes" of 3e.
After reaching lvl 10 (=lvl 30 in game) you have a choice to choose a paragon path based on your class. Paragon paths are based not only on classes but also on races, gods you worship and such small things like that.
I can only offer a few examples because there are so many of them, but I will pick important examples.
- You are a cleric, but you have always like to charge in a battle like an angle with a melee weapon. You can choose angelic avenger. Choosing this, you will automatically become able to wield a Greatsword and your face and legs will dissappears as you become like an angel. Also you will hover instead of walking.
- You are a peaceful cleric who is like a prophet. You do not need to kill as those who oppose the gods will die anyways. Choose Divine Oracle.
- You are a weapon master fighter? Kensai
- You are a proper sword and board fighter? Iron Vanguard
- You are a curious adventurer who just likes to explore? Curious cat? Choose race human and then "Adriot Explorer" Class can be any.
- You are one of the group of dwarf of moradin with your friends fo different classes? You can choose same paragon path like "Firstborn of Moradin" and role-play like an army with different classes.
- Your friends have different classes and races but want to be together in choice of paragon? Youc an still do it.
- You are a dragonborn and want to fly and breath? Scion of Arkosia (iirc)
Thus paragon paths a lots and can unite you with a particular group, irrespective of class/race - or based on a theme of particular class/race etc.
I believe all 3e builds have been covered by paragons. Some paragons are not powerful, but the game will balance them differently than pnp so that is not an issue.
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How does the PP work?
Paragon paths do not make your PC very different. They just give you a choice of powers.
How will it be implemented in game? I don't know but to give an example:
THIS IS MY HYPOTHESIS
You can choose a paragon at lvl 30 and then you will get a few passive powers - bonus to saves etc. based on that paragon path. Then as you level up you can choose the powers from paragon path. So when you finally reach lvl 60 (equivalent to lvl 20 in pnp), you will have choices to choose paragon powers along the way.
So at lvl 60 (hypothesis) you have 10 daily powers based on build which is same for all builds. PLUS you get 3 paragon path powers to choose from. As you can use only 2 daily powers at a given time, you can have both of them as paragon powers making your build different from others.
Similarly you may have 20 at wills + 5 at-wills from paragon
OR 20 encounter powers with 4 Paragon path encounter powers.
Thus for a particular encounter, you can change your hotbar to have all of the powers as paragon
as AT A PARTICULAR TIME you can only have 2 dailies, 2 at-wills and 3 encounter powers. PLUS passives are always there.
The number can change as we do not yet know total number of powers, but theme would be as explained above.
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Multi-classing
In 4e, multi-classing is not the equivalent of 3e multiclassing. This is basically introduction of feats.
What you do is, you are say, a fighter, and want to dabble in magic. You have an option to multiclass as a mage.
How you do it in PnP:-
First of all, you have to meet the pre-requisite of the feat. So we set our INT on fighter to 13. Then we choose Arcane Initiate. This adds one class specific skill(Arcana) to our fighter and lets us choose a wizard's at-will which you can use once per encounter.
This makes sense as you are a fighter, not a mage. So low level mage's spell is high power for you. Hence you use wizard's at-will as encounter.
Then at higher level we choose (Novice) - which is next version of previous. This one lets you choose one encounter power with one encounter power - this means you dabbled more in wizardry and were able to learn one strong spell which you can use the same way as mages do - just one. So what mage learns in a day, you have been able to learn in a few months time, but only one spell.
Next in line is (Acolyte) where you swap one utility power - meaning you can use a common mage spell just like any other mage showing that you have learned more - now you can use a low level magic as fast as any mage.
Next is (Adept) just before level 11. You can swap a big specialist this time - daily power of mage.
Now at 11 you have a choice - to take a paragon path or to take "Paragon Multiclassing" which is a special paragon for multiclass. If you take paragon path, the multiclassing spree ends here and with those few powers and paragon powers you can build up your character. However, you can take paragon of any of the two classes - your own class or the multiclassed class.
Paragon Multiclassing:- At lvl 11(first paragon level in PnP) you can replace 1 fighter's at-will with mage's at-will. Also for all the choices for paragon path down the line, you can choose mage's spell instead and kind of make a "Wizard's Paragon Path" for your fighter.
Special Mention: In case of Bard, you can take more than one class to multiclass - i.e. The Bard instead of fighter could have chosen 1 wizard's power, 1 fighter's power, 1 warlock's power etc. This makes Bards very versatile and fun.
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Hybrid
This means taking any two classes and creating a new class of your own. You can take only two classes.
So at first level itself, you take two halves of the classes (instead of saying you were wizard onc and you trained mage to become wizard, you properly train in two classes). So at first level, I will choose "Hybrid Fighter & Hybrid Wizard" this time.
Also in hybrid, you get the minimum proficiency in armor.
However you do get 'basics' of both the classes. i.e. if Hybrid Avenger(read half-Avenger) you can censure the target. A hybrid-wizard part in hybrid means you gain proficiency with arcane implements and can perform cantrips etc.
Choice of power, level progression is almost similar except you take both classes and keep on taking half of what you want from both. So at level 1 you choose 1 at-will of Fighter and 1 at-will of mage. You do this 1-1 thing for most of the time. You can also multiclass like before as you are making a single separate class by joining the two classes.
During choice of paragon, usually none fits because they are designed for pure classes - though spellscarred one is a nice choice which is class independent. So would be Silverstar for Arcane or Divine hybrid.
You can forgo your choice of Paragon like in multiclass by taking a special Paragon called - Paragon Hybrid. This one lets you roll in third class as a hybrid in addition to two classes.
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PnP is different than game so this is surely not how everything may be implemented, but this is to show that customization with a lot of depth does exist in 4e.
But now the devs have mentioned how all the items are locked into classes what they replied, I don't think we'll see either MMO Hybrid or Multi-class, and agree with what you wrote for PP as likely in some tree unlock (based on screenshots.)
Yes thats true. A hybrid can take multiclass feat like any other class with usual multiclass feat rules. As hybrid becomes a separate custom class by itself.
There are a few mistakes in this last part because I couldn't type what I thought properly. Let me know wherever the discrepancies are and I will try to make it coherent.
EDIT: I might very well just rewrite it tomorrow. I will most probably skip hybrid paragons but I will mention it briefly so those who know of these things don't get confused when reading it.
*Sigh*
It was supposed to be intro but I ended up going too technical. Though giving the example should have helped a bit.
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For now index in post 1 should work well, however if we were to get official wiki later which we were promised, probably these posts can all be moved there.
Not that I am aware of. Only FR books I know are FR Campaign book, FR PHB and NW campaign group. I was hoping they did release Faiths and Pantheons for 4e as there have been many changes but they have not.
Our sources are limited to some novels, the books above and dragon magazines. And as for unpublished work on D&D-I, we can't talk about it anywayz.
There is also Ed Greenwood Presents Elminster's Forgotten Realms: A Dungeons & Dragons Supplement and Menzoberranzan: City of Intrigue.
So from mainly someone wanting information on lore etc (especially the pantheons) is there any point in referencing from prior to 4th edition?
Well, it kind of depends but most of it is redundant. The novels can still be used as a reference though, though for most purposes the new books supersedes in case of any conflict.
There is conflict within 4e material too - for example Asmodeus of default setting is different from Asmodeus of forgotten realms. They have very different past and present. Bahamut in non-FR is greater god while in FR he is just a normal god under Torm(forming the new triad under him).
Also, there are many other discrepancies/differences - like Lolth's folio of Fate went to Raven Queen but Raven Queen is not a FR deity. Halfling in non-FR were found by Sehanine and gave them to Avandra but their story in FR is different (connected to Chauntea).
So it is actually better to ask around instead of taking quotes from book. Many times, what you read may not actually apply to realms or could have been retconned recently. It is kind of messy place for information, but D&D is vast and that is what makes it interesting.
Faiths and Pantheons - describes rituals, holidays, avatars of various gods - e.g. you will only find here how the priests of selune acually worship her, what components do they use, do they offer sacrifice etc.
There are some 4e supplements too (not all related to FR but they tell us a lot)
- Heroes of ...
Feywild - Fey plane [Very nice book]
Shadow - Shadow Plane
Elemental Chaos - Primordials
Forgotten Kingdoms- Dragonborn and Genasi ... etc.
- Demonicon - Different story for FR, but you can find a lot of things here. [In FR Asmodeus became god just after spellplague by absorbing essence and hurled elemental chaos to Abyss, Also there is no mention of He Who Was in FR(though his presence has not been denied either)]
_ Draconomicon - chromatic & Metallic - Completely different origin stories in FR(No Ioun in FR) but you can get info on nature and habits of dragons.
- etc.
EDIT: I would recommend Heroes of Feywild to everyone. It has really fantastic stories along whole of the explanation of realms - I have never read a better written rulebook with that kind of interest ever.
Classes However, while replying to bitterwinter's query, I suddenly realized that Ioun is not FR deity. Hence above part from PHB(iirc PHB3) is not FR-canon. So what is canon in FR regarding Psion lore?
Sorry, Selune does not yet illuminate this answer for me. Once the Moonmaiden shows me the truth, I will update this part.
I even have a whole adventure based upon the Mind-flayer god wanting to seize the Weaves and Timestream from Mystryl and Shar and the party had to stop him from controlling all four "weaves."
The Ioun reference though, just so no one confuses this, Ioun was a Goddess. There was an Archmage of Netheril named Congenio Ioun who created the Ioun Stones in the Realms and they are named after him, not the non-FR god Ioun.
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But to be frank, I am not sure I am happy with such an explanation. It feels a bit too banal to me.
Although I remember Gith in forgotten realms are used to psionic power and there is a Silver Sword which cuts the cords of outsiders thus banishing them. So some kind of strands, or web may well be there - though I hope that unlike weave its power is used instead to maintain outsider in this realm, and not a source of power itself. From what I understand from psion, it is the power of mind over matter. So it should come from within imo.
But it seems we will encounter psions (Illithids and Duergar) in Gauntlgyrm if this game stays true to official canon - the game could explain some of their lore then.
After the PH3, the book Psionic Power came out for more Psionic class options. The following from it lists several "origin" theories.
Yes, I did go through it but still cannot find any reference specific to forgotten realms.
Also, yes the psionic power is rare and there is no psionic power teaching place, still self-taught psions do exist in Realms (though there are no psion NPCs). Also, near Neverwinter, due to Gauntlgyrm where Illithids reside currently, effects of psionic power have invaded the reaches of Neverwinter (or so the lore says) making existence of psions possible.
EDIT: SORRY I was wrong. It is right in front of my eyes now - psions in Toril. ... ... I feel so stupid!
Thank you Selune for showing me the light. Shar had made me blind to truth, but I can see again!
EDIT: I had those lines highlighted so I definetly read them before, but I guess a lot of parts are highlighted in the book so it kept skipping my notice. This can only be a trickery by Shar :mad: