![]() ![]() The question of “which destinies” can make for an important part of the whole structure because, in addition to the people you’d fight with for ascension, there are plenty of folks with a vested interest in THIS universe who might object to things being redone. Some epic destinies (like the Mournland Purifier) already have incredibly strong stories of their own, and others (like Demigods) draw their power from the current status quo, so would not necessarily be forces of disruption. Right off the bat, while you could make this incorporate every epic destiny, I don’t think you’d want to. So what would it do to your game if those archetypes and seats at the table corresponded to Epic Destinies? What if there could only ever be one Diamond Soul or Lorekeeper? And if all the slots are ever filled, a new universe is born (with the role of the ascended folks an open question – are they the gods of this new universe?) Everything gets tidily wiped clean and something new begins, something whose qualities and nature are shaped by the collection of archetypes. There are only so many seats at the table (or so they say) and once they all get filled, the universe is finished. But there’s only one seat per archetype, so people fight pretty hard to be the one to put dibs on it.īut there’s one more catch. If you commit yourself fully to one of these archetypes, you can ascend and join the choir, becoming the archetype and taking that seat at the big cosmic table. Part of its premise is that there is an “invisible choir” composed of a set of archetypes (war, sex, the messenger, plague, greed and so on) which people can embrace to gain power. There’s a lovely game of postmodern urban fantasy, conspiracy and general grittiness called Unknown Armies which offers some inspiration. And knowing that, I’m actually pretty chill about it, but it does leave me pondering ways to mix it up a little. That is, to me, pretty jarring, but it’s a symptom of my recurring friction with 4e – a disconnect between the color and the rules. Epic Destiny abilities tend to be pretty good, good enough to get excited about, but their scope is rarely any broader than the powers you got at first level. In contrast, mechanics don’t tell you much. These are the ways stories should end and, perhaps more importantly, they feel genuinely epic. Eberron’s Mourning Saviour exits the game and lifts the curse on the Mournlands. The War Master, for example, goes out in one, huge, impossible fight (win or lose). A lot of the dull ones have some variant on “And then you vanish from the world” but the really exciting ones have something concrete and playable in that blurb. To my mind, you can spot the really good ones by their immortality blurb. Whatever the cause, I find them interesting to look at. Sometimes it’s a mismatch between the flavor and the rules, sometimes it’s just a concept that falls a little flat. Some of them are genuinely fantastic, dripping with flavor and promise, while others are more disappointing. Tell your friends about the podcast, get them to subscribe and, be sure to visit the Major Spoilers site for more.I have areally mixed responses to Epic Destinies in 4e. We really appreciate you taking the time to listen to our ramblings each week. It will help ensure Critical Hit continues far into the future!Ĭontact us at A big Thank You goes out to everyone who downloads, subscribes, listens, and supports this show. Show your thanks to Major Spoilers for this episode by becoming a Major Spoilers Patron at /MajorSpoilers.Major Spoilers Podcast Network Master Feed RSS Feed.Subscribe to the Major Spoilers Podcast Network Master Feed!.Visit the Major Spoilers store for Critical Hit and Major Spoilers merchandise!Ĭharacter sheets for characters at level 20 are available at In this installment of Critical Hit – A Major Spoilers Podcast: We discuss epic destinies and plot a course for adventure.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |