Anauroch
Moderator: ALFA Administrators
- PensivesWetness
- Frost Giant
- Posts: 702
- Joined: Thu Oct 28, 2004 4:25 am
- Location: Cleveland, Ohio (where? whut? dude...)
is there a link to some of these rules, GF? Controllers? i went to th forums on WotC's website and got absluteluy confuggled... what exactly are they doing to D&D? let alone FR
<Gebb> ok, what does it mean to be "huggled"? <spidroth_esq> Something terrible. <Squamatus> buggered <Dran> sodomised <Squamatus> by an acorn on a stick <tresca> LOL <Gebb> that didn't help <alynn>
- Grand Fromage
- Goon Spy
- Posts: 1838
- Joined: Sat Jan 03, 2004 9:04 am
- Location: Chengdu, Sichuan, China
You have to dig them up yourself at the moment; the best place to look is around Candlekeep's forums. Until we get a sourcebook there's no good place to look, and I don't think WOTC's updating the official website until then, since 4E is highly tied into the interwebs. The new Grand History of Faerun book also has an incomplete timeline of the century between 3.5 and 4E, including major events like the Spellplague, but it doesn't address the gameplay changes at all.
- JaydeMoon
- Fionn In Disguise
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It is sad they that they are ruining everything for money. Hmmm... everyone already has all the 3rd Ed books, we aren't selling anymore. We must make 4th ed and it must be different enough to warrant buying them. Do it.
WW did it with Requiem and now WotC is doing it to the realms.
It wouldn't be so bad except that you rely on canon for the environment...
WW did it with Requiem and now WotC is doing it to the realms.
It wouldn't be so bad except that you rely on canon for the environment...
- Nyarlathotep
- Owlbear
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WW at least had the grace to kill everyone in the setting and start over more or less.
Who knows its possible that the 4E canon will be better. Probably not entirely applicable to ALFA since we won't be able to move over to 4E rules until NWN3, and it sounds like the setting will be changed enough that you couldn't really fit 3.5 rules into 4E canon.
If we're real lucky maybe the Shadow Weave will make using magic similar to how magic works in the various incarantions of Call of Cthulhu (ie drive you batshit insane
).
Who knows its possible that the 4E canon will be better. Probably not entirely applicable to ALFA since we won't be able to move over to 4E rules until NWN3, and it sounds like the setting will be changed enough that you couldn't really fit 3.5 rules into 4E canon.
If we're real lucky maybe the Shadow Weave will make using magic similar to how magic works in the various incarantions of Call of Cthulhu (ie drive you batshit insane

Lurker at the Threshold
Huntin' humans ain't nothin' but nothin'. They all run like scared little rabbits. Run, rabbit, run. Run, rabbit. Run, rabbit. Run rabbit. Run, rabbit, run! RUN, RABBIT, RUN! ~
Otis Driftwood, House of a Thousand Corpses
Huntin' humans ain't nothin' but nothin'. They all run like scared little rabbits. Run, rabbit, run. Run, rabbit. Run, rabbit. Run rabbit. Run, rabbit, run! RUN, RABBIT, RUN! ~
Otis Driftwood, House of a Thousand Corpses
- Grand Fromage
- Goon Spy
- Posts: 1838
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- Location: Chengdu, Sichuan, China
Yeah guys what the hell's up with companies wanting to stay in business and make money.
They should be like TSR cuz that ends well. What a bunch of jerks don't they know producing D&D books is a charity
And "ruining" is quite subjective; I'm tired of regular old Faerun, frankly, and glad they're shaking the box.

And "ruining" is quite subjective; I'm tired of regular old Faerun, frankly, and glad they're shaking the box.
- JaydeMoon
- Fionn In Disguise
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They could always introduce a NEW campaign world. Tired of what you got now, try out this NEW thing.
A NEW thing which can... make them more money! And cater to a different niche of RPers...
But meh, it's just me phearing the change. Afraid I won't like it. I'm just skerred is all. I shall stop phearing and accept.
/me accepts
A NEW thing which can... make them more money! And cater to a different niche of RPers...
But meh, it's just me phearing the change. Afraid I won't like it. I'm just skerred is all. I shall stop phearing and accept.
/me accepts
- Nyarlathotep
- Owlbear
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Let me point out that I wasn't being sarcastic in my post...I do think magic driving peeps insane would be great and I wholeheartedly endorse the concept.
My only real fear is that instead of keeping the Shadow Weave they end up killing Shar and giving us yet another version of Mystra (since the current one was Goth I'm guessing the newest one would be either Emo or Pop).
My only real fear is that instead of keeping the Shadow Weave they end up killing Shar and giving us yet another version of Mystra (since the current one was Goth I'm guessing the newest one would be either Emo or Pop).
Lurker at the Threshold
Huntin' humans ain't nothin' but nothin'. They all run like scared little rabbits. Run, rabbit, run. Run, rabbit. Run, rabbit. Run rabbit. Run, rabbit, run! RUN, RABBIT, RUN! ~
Otis Driftwood, House of a Thousand Corpses
Huntin' humans ain't nothin' but nothin'. They all run like scared little rabbits. Run, rabbit, run. Run, rabbit. Run, rabbit. Run rabbit. Run, rabbit, run! RUN, RABBIT, RUN! ~
Otis Driftwood, House of a Thousand Corpses
Ok here what I dont get. Using the Shadoweave before made people insane anyway didnt it? So, most casters are going to have major issues if their tapping into the Shadoweave too many times correct? Its been a bit since I looked over Shar and the Shadoweave info.
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- Grand Fromage
- Goon Spy
- Posts: 1838
- Joined: Sat Jan 03, 2004 9:04 am
- Location: Chengdu, Sichuan, China
Jayde: You can still play with old FR. People are still playing first edition yknow. :F
As for the Shadow Weave. Originally, either you had to take Shar as your patron or you were made slightly insane, which gave you a -2 WIS. I am 95% sure that was taken out in 3.5, and with it as the only reliable source of magic in 4E, I'm fairly sure that's going to be removed entirely.
Shar and Cyric killed Mystra, and unless there's something yet to be revealed about Selune (I assume she is dead or in hiding; the Selune-Mystra alliance was all that kept her safe), Shar is basically the new goddess of magic. Shar's not going anywhere, at this point she should either be the most powerful god, or just behind Chauntea. Assuming they're keeping the same mechanics there anyway, who knows.
However, it would be really awesome if all arcane casters were driven slightly insane by the very act of using magic.
As for the Shadow Weave. Originally, either you had to take Shar as your patron or you were made slightly insane, which gave you a -2 WIS. I am 95% sure that was taken out in 3.5, and with it as the only reliable source of magic in 4E, I'm fairly sure that's going to be removed entirely.
Shar and Cyric killed Mystra, and unless there's something yet to be revealed about Selune (I assume she is dead or in hiding; the Selune-Mystra alliance was all that kept her safe), Shar is basically the new goddess of magic. Shar's not going anywhere, at this point she should either be the most powerful god, or just behind Chauntea. Assuming they're keeping the same mechanics there anyway, who knows.
However, it would be really awesome if all arcane casters were driven slightly insane by the very act of using magic.
Maybe they're doin' the wizard class like the fighter class. You'll start as generic mage but depending on the path you take you can specialize in a school of magic, or transition into sorcerer or even warlock territory. It allows you to customize and become more powerful in a single area while still being proficient in other areas of magic.Grand Fromage wrote:As for sorcs, I suspect sorcs and wizards may be merged into a single class now. 4E only has eight base classes, and from what little I know of the new wizard it seems sorcs would be redundant.
Let me explain this with the 4E fighter.
"...fighters care about which weapons they use much more than other characters. Other character classes have specific weapons and weapon types that they tend to rely on while still maintaining access to a larger chunk of the weapon chart. The fighter is the only current 4th Edition class with capabilities that depend on the weapon they have chosen to train the most with. Even at 1st level, a fighter who uses an axe has a different power selection than a fighter who relies on a flail or a rapier or a pick. In the long run, fighters can diversify and master powers related to a few different weapons, but most will opt to focus on the weapon that suits their personal style, helps their interactions with the rest of the PCs in the group, and carries all the magical oomph they’ve managed to acquire.
Many fighters will opt for swords. Swords have the most flexible assortment of powers. In a fighter’s hands, the longsword is the queen of the battlefield and the greatsword is the queen’s executioner. But each of the other significant melee weapons offers the fighter unique advantages and opportunities. For the first time, you’ll be able to say “I’m an axe fighter” or “I’m a flail fighter” and that will mean something cool."
So, perhaps they will just use the name Mage and the class will be able to be customized to encompass the current arcane spell casting classes, save the bard, and school specialization, provided that remains a part of the new magic system.
"You people have not given Private Pyle the proper motivation! So, from now on, when Private Pyle fucks up... I will not punish him. I will punish all of you! And the way I see it, ladies... you owe me for one jelly donut! Now, get on your faces!"
Magic saturates the world and all the extraordinary realms beyond the world, an intrinsic force present in literally all things. Magic transforms and alters the natural world, sometimes actively and with sudden effect, other times subtly and over long centuries.
This arcane energy source is difficult to understand and even tougher to master. Wizards do so through years of study, practice, and apprenticeship to accomplished masters.
Wizards wield arcane magic, and they recognize reality for what it is: a thin veneer of structure supported and energized by a force that is ultimately malleable, to those who know its secrets. Though research and study, wizards learn esoteric rituals that allow them to alter time and space, hurl balls of fire that incinerate massed foes, and wield spells like warriors brandish swords. They call upon lesser and greater spells to unleash raging torrents of cold, fire, or lightning, confuse and enthrall the weak-minded, or even turn invisible or walk through walls.
What sets wizards apart from others who wield arcane magic are wizards’ unique implements. Most people recognize the three most common tools associated with wizardcraft: the orb, staff, and wand.
Any wizard can use an implement to increase the effectiveness of his spells. Just as a warrior gains a benefit when attacking an enemy with a magic sword, so does a wizard benefit from using a magic orb, staff, or wand with his spellcasting. In addition, each implement focuses magic of a particular discipline or tradition more effectively than the wizard would be able to accomplish otherwise. As a result, wizards are rarely without at least one of these tools.
The orb is favored by the Iron Sigil and Serpent Eye traditions. Serpent Eye cabalists use orbs to focus powers of enchantment, beguiling, and ensnaring. The mages of the Iron Sigil, on the other hand, employ orbs to guard themselves with potent defenses when invoking spells of thunder or force.
The staff is best suited to the disciplines of the Hidden Flame and the Golden Wyvern. Servants of the Hidden Flame wield fierce powers of fire and radiance through their staves. Golden Wyvern initiates are battle-mages who use their staves to shape and sculpt the spells they cast.
The wand is a perennial favorite for wizards who favor accurate, damaging attacks. Emerald Frost adepts use wands to help channel powers of cold and deadly acidic magic, while Stormwalker theurges channel spells of lightning and force through their wands.
A wizard without an implement is like a slightly near-sighted man with glasses: The man can still see, but without his glasses, he can’t read the road sign across the way. Likewise, while wizard traditions are associated with a particular implement, a wizard need not possess or hold a given implement to use a power belonging to that tradition. For instance, a wizard belonging to the Hidden Flame order can cast the fire spell cinder storm even if he doesn’t own, has lost, or is not holding a magic staff. But if he does have a magic staff, it aids the accuracy of his attack, and his mastery of the Hidden Flame technique allows him to deal more damage with the spell.
Note the bolded/emboldened part. It says, "...others who wield arcane magic."
This arcane energy source is difficult to understand and even tougher to master. Wizards do so through years of study, practice, and apprenticeship to accomplished masters.
Wizards wield arcane magic, and they recognize reality for what it is: a thin veneer of structure supported and energized by a force that is ultimately malleable, to those who know its secrets. Though research and study, wizards learn esoteric rituals that allow them to alter time and space, hurl balls of fire that incinerate massed foes, and wield spells like warriors brandish swords. They call upon lesser and greater spells to unleash raging torrents of cold, fire, or lightning, confuse and enthrall the weak-minded, or even turn invisible or walk through walls.
What sets wizards apart from others who wield arcane magic are wizards’ unique implements. Most people recognize the three most common tools associated with wizardcraft: the orb, staff, and wand.
Any wizard can use an implement to increase the effectiveness of his spells. Just as a warrior gains a benefit when attacking an enemy with a magic sword, so does a wizard benefit from using a magic orb, staff, or wand with his spellcasting. In addition, each implement focuses magic of a particular discipline or tradition more effectively than the wizard would be able to accomplish otherwise. As a result, wizards are rarely without at least one of these tools.
The orb is favored by the Iron Sigil and Serpent Eye traditions. Serpent Eye cabalists use orbs to focus powers of enchantment, beguiling, and ensnaring. The mages of the Iron Sigil, on the other hand, employ orbs to guard themselves with potent defenses when invoking spells of thunder or force.
The staff is best suited to the disciplines of the Hidden Flame and the Golden Wyvern. Servants of the Hidden Flame wield fierce powers of fire and radiance through their staves. Golden Wyvern initiates are battle-mages who use their staves to shape and sculpt the spells they cast.
The wand is a perennial favorite for wizards who favor accurate, damaging attacks. Emerald Frost adepts use wands to help channel powers of cold and deadly acidic magic, while Stormwalker theurges channel spells of lightning and force through their wands.
A wizard without an implement is like a slightly near-sighted man with glasses: The man can still see, but without his glasses, he can’t read the road sign across the way. Likewise, while wizard traditions are associated with a particular implement, a wizard need not possess or hold a given implement to use a power belonging to that tradition. For instance, a wizard belonging to the Hidden Flame order can cast the fire spell cinder storm even if he doesn’t own, has lost, or is not holding a magic staff. But if he does have a magic staff, it aids the accuracy of his attack, and his mastery of the Hidden Flame technique allows him to deal more damage with the spell.
Note the bolded/emboldened part. It says, "...others who wield arcane magic."
"You people have not given Private Pyle the proper motivation! So, from now on, when Private Pyle fucks up... I will not punish him. I will punish all of you! And the way I see it, ladies... you owe me for one jelly donut! Now, get on your faces!"
- ThinkTank
- Delayed Epic Fael
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- Joined: Sun Feb 27, 2005 9:19 pm
- Location: Behind You With A Backburner
And verily we look down upon them from lofty heights and sneer at their isolation. Just as those go-getting newbs that take up the 4E crusade will do unto the 3.5 lovers.Grand Fromage wrote:Jayde: You can still play with old FR. People are still playing first edition yknow.
"What? you still play 3.5? thats like old news man, lets go play some 4e and leave this oldie to his dusty tomes"
[plays the sad violin]


HA!.. I play 2nd Edition and I'm not changing for nobody, at least not until the rest of my gaming group dies of old age and I am forced to make the adjustment..
THAC0 4TW!!!
THAC0 4TW!!!
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
- PensivesWetness
- Frost Giant
- Posts: 702
- Joined: Thu Oct 28, 2004 4:25 am
- Location: Cleveland, Ohio (where? whut? dude...)
/me peeks in...Thangorn wrote:HA!.. I play 2nd Edition and I'm not changing for nobody, at least not until the rest of my gaming group dies of old age and I am forced to make the adjustment..
THAC0 4TW!!!
all this thread crashing mayhem because i drove the topic bus into oncoming traffic....

ok, for review, t4e shadows become LG, claim torm as thier bitch heir and Shar & Selune combine to form Donny & Marie...
Right?
/me sighs. and i thought CBT was problematic...
<Gebb> ok, what does it mean to be "huggled"? <spidroth_esq> Something terrible. <Squamatus> buggered <Dran> sodomised <Squamatus> by an acorn on a stick <tresca> LOL <Gebb> that didn't help <alynn>