Remathilis
Legend
Didn't see mod.
Replacing the Great Wheel with the World Axis wasn't an additive change. It was a replacement. Just like bringing the Wheel back in 5th ed was also technically a replacement.
If Nerath was its own world with the World Axis as its cosmology, that would be fine. But they used it for all the other 4e settings too, all of which predated the edition.
IMO, the Great Wheel is less "awesome", and more "too goddamn big, complicated, and filled with redundancies to be useful in a game".It's awesome, but also the most complex cosmology in D&D history.
Which is why I've always ignored it and just came up with my own system with multiple realms loosely based on Norse lore. Seriously, who needs the quasi-elemental plane of salt?IMO, the Great Wheel is less "awesome", and more "too goddamn big, complicated, and filled with redundancies to be useful in a game".
Or two different planes of war. Or two different chaotic evil planes that could easily be combined. Or seven different upper planes that more or less all blend together.Which is why I've always ignored it and just came up with my own system with multiple realms loosely based on Norse lore. Seriously, who needs the quasi-elemental plane of salt?
I mean, my game is pretty similar.No, I think it's completely anomalous.
Let's take Dementlieu for a moment. A domain that centers around mind rape and heavily implies regular rape.
1. You keep Dementlieu as-is, thus deliberately including topics which are personally upsetting to many players, both new and original, who have suffered from emotional and sexual abuse. The game should be horrific to the characters but fun for the players, after all, and people who play female characters shouldn't have to worry about being specifically targeted just for entering the country.
2. You get rid of Dementlieu entirely, which will anger some original fans because it should be included.
3. You keep Dementlieu as is but get rid of of the rape, which means you end up changing the existing characters to work around that restriction, which will anger some original fans for not keeping it exactly the way it used to be and possibly make them think that WotC is being wussy or pandering or even woke.
4. You keep the name and general theme of Dementlieu but make major changes to it, which will anger some original fans who are annoyed that it's DINO (Dementlieu In Name Only).
5. You don't produce Ravenloft at all, but produce a different horror setting, which will anger some original fans who want to know why their favorite setting is being ignored in favor of a brand new one clearly geared to the new players.
6. You don't produce any horror setting, which will anger both original and new fans who thinks that WotC is being too wussy to put out a horror game, thus encouraging people to buy non-WotC material or even move to a different system altogether.
So... which of these options is the best one, in your opinion?
Which is why I've always ignored it and just came up with my own system with multiple realms loosely based on Norse lore. Seriously, who needs the quasi-elemental plane of salt?
Hard disagree on the BoED- it was terrible, with terribly unbalanced mechanics even compared to the BoVD.It was geared towards evil PCs and had spells like Mindrape in it.
I'm kind of neutral on the book. If you buy into PCs being evil etc it's handled somewhat tactfully considering when it came out. (2002). And you can get rewarded for things like sentient sacrifice.
BUT even if you buy into that premise it's not that good mechanically and somewhat limited use. The Book of Exalted dreads is much better.
IMO, the Great Wheel is less "awesome", and more "too goddamn big, complicated, and filled with redundancies to be useful in a game".