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2 years ago ::
Jun 03, 2011 - 2:48PM
#161
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Our inclination is drop the number of required favors to two (instead of seven), assuming you do not accomplish one of the great deeds that warrant automatic membership.
So with WATE24 one could join immediately? And the favor says "may change home region", so you can keep your old home region and your old home region benefit and just say that one now has an address in Waterdeep for RP reasons, right?
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2 years ago ::
Jun 03, 2011 - 4:14PM
#162
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Date Joined:
Aug 21, 2007
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If you receive WATE24 (and are a citizen/resident of Waterdeep, or a native of Waterdeep, or become a resident of Waterdeep) and do not have a vow to another realm that conflicts, then yes, you can join immediately. Claire's and my thought was it would be acceptable to be one of the following: - You were born and raised in Waterdeep (i.e., a native, and this was your region of origin), and although you are a traveler of the realms with no permanent address, you are still loyal to Waterdeep. - As above, but you do reside in Waterdeep (of course). - You were born and raised in another land (e,g, Cormyr (just an example)) but decided Waterdeep really is the City of Splendors and you took up residence there and love and defend Waterdeep. I noticed that Sean Molley included wording on the story award for WATE24 about changing the home region and (as an exception to the normal LFR rule) changing the background benefit. He came up with that wording and should answer if that is an option that goes with #3 above, OR did he mean to say doing #3 above requires the change of region background. To me, if a regional background was based upon growing up there (like decades later, I still have my Oklahoma accent although I live in Ohio), I do not see why it should have to change (although it might change). On the other hand, as a campaign administrator, I can understand an argument to keep things simple. The real key is loyalty to Waterdeep. Obviously we have no way to enforce that; it is a story-roleplaying thing. To be sure, membership may open some additional options in future Waterdeep adventures. Not to say those adventures cannot be played by those who are not members. I like the idea of Friends of Mirt. Claire and I will discuss how we might implement that. I do not know that the Heirs of Mirt are secretative like the Harpers so having codes might be unusual, but then the Masked Lords of Waterdeep are pretty secretative bunch so worth the thought. Mirt spoiler Spoiler:
Show
If you read Ed Greenwood's novels about Elminster, you may know near the end of his last novel, Mirt returns to present time in Faerun, freed from being trapped inside of a magical sword. Since we do not know what Ed intends to do with Mirt (and almost anything is possible with Ed), we have to be cautious about any current day reference to Mirt. Still, Mirt was and is a classic adventurer, not all that good, not all that bad, disgustingly wealthy and roguish, personal hygiene is somewhat questionable, and quite willing interfere where ever he darn well pleases.
Keith
Keith Hoffman LFR Writing Director for Waterdeep
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2 years ago ::
Jun 05, 2011 - 12:38AM
#163
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Date Joined:
Jan 26, 2005
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Looking the the items, most of them don't look too bad
rundown of items
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Orgs with RP only qualifiers (alignments etc.)
Dusk Talons: Bracers of Escape are quite nice, probably wouldn't beat IAOP for the arms slot on a melee character, but would be handy for a squishy. Unseen Servant's hand is situational, but adds a lot of utility the the ritual, provided the DM is good at allowing creative solutions to skill challenges.
Lion's Den: Clearpath mist and floating lantern. Both useful items, but neither as mechanically good as anything else on offer here. also +10% gold if you receive less than cap in an adventure.
Order of Torm: The Orb of Light. Need I say more? well yes, since you also get access to the Rod of Divine Retribution, a daily stun against a target that hit you, and +1 to hit targets that hit you. My avenger would love this if he didn't worship Oghma.
Orgs with mechanical (story award/gold) qualifiers:
Harpers: Nightmare's keen senses: It's a grandmaster training (and therefore essentially slotless in LFR), not (IMO) a very good one though, concealment doesnt seem to come up much in melee. Magical harps are a varied bunch, but there are one or two nice ones in there.
Heirs of Mirt: Courtier's Cape: A misdirection effect that triggers off charm and fear. Not great, just because I don't seem to see those coming up all that much. Ring of Retreat has a nice property for those that want it, and the daily power can be situationally useful. Also gives at-cost healing rituals, and one free raise dead per year.
Knights of the Golden Rooster: Hero's armor: +2 to defences on action point, or as a daily give that up to let all allies within 5 use their second wind, good for when everything seems to be going wrong, but if it doesnt save you, then your party all just used their second wind so cant be raised by heal checks... Ring of Sympathy is only good if more than one person has it, but then the chain reaction of saves can be priceless in some encounters.
Knights of Myth Drannor (who have apparently moved to Cormyr...): Rhythm blade and Foe stone.
Stellar fellowship: Two grandmaster trainings, both very nice. Finally something to use against those "attack an ally" powers, or a reaction MBA when bloodied.
All in all, most don't look too bad, and there are definitely good options other than the Knights of Myth Drannor for metagamers (the Stellar Fellowship gives essentially slotless items, and is easy to get in to for one). Plus, the penalty for leaving the Knights is by far the harshest of any of these, which seems to be they main way of balancing the items (since otherwise characters could dip in and out to grab what they wanted), which will severrely discourage metagaming in case something better comes along, or the other orgs end up with better in-module benefits.
I think that's not the way one should look at it - essentially, people are being given the chance to buy specific items rather than just simply find them in most cases. Who does this benefit: Created characters. A created character at 5th who has a holy symbol can just purchase the +1 version of Symbol of Light for 1000 gold after his 1st adventure if he doesn't spend his gold.
Characters who get access to things that they couldn't normally get anywhere else. For the most part, the item benefits are mechanically irrelevant. If you're spending all your found item slots, you don't have Uncommon slots to put these new items into anyway. If you do have found item slots, you could spend them on the item. If you have excess gold, you can be spending that gold to upgrade your current items rather than take the metaorg item. Where that's not true is when a metaorg has access to something that can't be found anywhere else - a Rare item or Grandmaster's Training.
I think that's one of those benefits where a certain number of favors should be done before getting access. If you have say 3 positive story awards and no negative from the Order of Torm after joining, then you get access to the Orb of Light. If you have 2 story awards from the Harpers after joining, you get Grandmaster Training access. Or if you ever get less than 3 story awards, the Order of Torm reclaims the Orb of Light from you.
Note that access to purchase an uncommon still has some value, since generally as you level up you sell those uncommons from your lower levels, thus freeing up your uncommon item slots.
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2 years ago ::
Jun 05, 2011 - 2:40AM
#164
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Date Joined:
May 11, 2005
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The PC I envision would join the Heir of Mirt already lives in Waterdeep (Clarissa Velaunt, who belongs to one of the lesser noble families). Potentially, Samantha could join (she has the favors), but she does not actyually have a residency. Then again she has been seen dating Leaplow, and I imagine she stays as the Carvers when she is in town. I do wonder how changing residency will work: can you retrain the badckground region if you choose to join the Heirs? I wonder if it would be easier to wave the actual requirement of residency and instead hinge it on swearing loyalty to Waterdeep (which, of course, would be entirely suspect when coming from a half-devil that habitually lies through her teeth)? Gomez
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2 years ago ::
Jun 05, 2011 - 3:17AM
#165
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By the way do Half elves count as elves for the Knights of Myth Drannor or do they have to gain 6 story wards like every other human/warforged*/Githzerai/Orc/Minotaur/Dwarf
*Its been a while since that joke was seen
Calimoakheart on RPGTableOnline
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2 years ago ::
Jun 05, 2011 - 7:08AM
#166
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I do wonder how changing residency will work: can you retrain the badckground region if you choose to join the Heirs?
The story award WATE24 allows you to retrain your background and background mechanic to Waterdeep.
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2 years ago ::
Jun 05, 2011 - 11:35AM
#167
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Date Joined:
May 11, 2005
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The story award WATE24 allows you to retrain your background and background mechanic to Waterdeep.
Yes, but that only works if you have that specific story award. Gomez
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2 years ago ::
Jun 05, 2011 - 10:42PM
#168
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Date Joined:
Jan 26, 2005
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I do wonder how changing residency will work: can you retrain the badckground region if you choose to join the Heirs?
The story award WATE24 allows you to retrain your background and background mechanic to Waterdeep.
Diplomacy for everyone!
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2 years ago ::
Jun 06, 2011 - 3:02AM
#169
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The story award WATE24 allows you to retrain your background and background mechanic to Waterdeep.
Yes, but that only works if you have that specific story award.
Gomez
See the citizenship paragraph on page 2. That should answer all your residency questions.
"If a meta-org requires you to be a citizen, you must move your home region to the region required by your meta-org. If you have chosen a background based on your home region, you must retrain your background to a non regional background."
I assume that last part should say "or the background associated with your new region."
Lori Anderson WotC Freelancer, LFR author @LittleLorika
CALI3-3 The Agony of Almraiven (co-author) NETH4-1 Containing Shadow (co-author) CALI4-1 Plain of Stone Spiders (author) QUES4-1 Liberation (co-author) EPIC5-1 Plaguewrought Prism (co-author)
TotalCon: http://www.totalcon.com/RolePlaying.html
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2 years ago ::
Jun 06, 2011 - 6:44AM
#170
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Date Joined:
May 29, 2001
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If you receive WATE24 (and are a citizen/resident of Waterdeep, or a native of Waterdeep, or become a resident of Waterdeep) and do not have a vow to another realm that conflicts, then yes, you can join immediately.
My staff wizard plans to do just that once the meta-orgs are 'live'; he's even taken to calling himself 'Melchior of Waterdeep' in the interim, having discovered a new sense of civic pride.
Mirt spoiler
Spoiler:
Show
If you read Ed Greenwood's novels about Elminster, you may know near the end of his last novel, Mirt returns to present time in Faerun, freed from being trapped inside of a magical sword. Since we do not know what Ed intends to do with Mirt (and almost anything is possible with Ed), we have to be cautious about any current day reference to Mirt. Still, Mirt was and is a classic adventurer, not all that good, not all that bad, disgustingly wealthy and roguish, personal hygiene is somewhat questionable, and quite willing interfere where ever he darn well pleases.
Spoiler:
Show
It should also be noted that Ed Greenwood has frequently defended himself from charges that he created Elminster as his author-insertion/Mary Sue character by claiming that Mirt is actually that character. -- Pauper
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