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I'm surprised at some legal player options sourced from Eberron and Dark Sun in Living Forgotten Realms, and wondered if anyone knows the rationale for their inclusion is? Specifically, these are things that are very heavily flavored for Eberron or Dark Sun that effectively ruin my immersion when I come accross them in a Forgotten Realms settings. It's hard enough already to maintain a Forgotten Realms flavor with LFR due to rotating PCs in groups, accepting tenuous reasons to join them, and moving all over the world from adventure to adventure. But these elements are sourced specifically from other backgrounds and just don't fit.
From Dark Sun: Muls Thri-Kreen 3 Racial Paragon Paths Sorcerer-King Pact Warlocks Dark Sun specific weapons (I'd include Dray and Half-Giants, but they've already screwed them up in Dark Sun by shoehorning non-Dark Sun race's mechanics directly as those 'races'.) From Eberron: Kalashtar Warforged Artificers Eberron specific weapons While I'm not certain as to the official reasoning, Muls are perfectly fine for Forgotten Realms, as there have been mentions of 'half-dwarves' and the like before. I believe the old 2e book 'Forgotten Realms Adventures' mentioned an NPC who, while human, had dwarven blood.
You might also read through my thread on Eliminating Monster Races from the Realms.
community.wizards.com/lfr/go/thread/view... I think the general consensus was that LFR is not really the Forgotten Realms specifically, but rather some "melting pot" where you can play any race or class with any feats/powers. There are a few limitations but they might be considered arbitrary as most things are legal. The key idea is that LFR is the vehicle for introducing new rules elements and encouraging players to purchase the books/subscribe to DDI, so they want to allow as much as possible.
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