4E Conversion Organization Thread

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Clueless's picture
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4E Conversion Organization Thread

 

Ok - let's kick this project off right! Anyone who wants in, just post your interest and get started. What I have here is the project outline. This is a rough structure of the sections we need to cover for our support of Planescape in 4th edition.

The way I see it this work should have two primary target audiences.

Our audience for the first half is: The new 4e player who has never seen any of this before but is interested in playing Planescape. That half of the book isn't much about the numbers at all, but on orrienting the new player and showing the DM how to adapt his existing 4th ed fluff material to fit the Planescape setting and/or feel. For the player or DM who wants the feel of Planescape without having to tweak the system or cosmology too much. (Handy for adapting existing campaigns.)

Our audience for the second is: The older 3e / 3e player who wants to use the new system and still play the Planescape setting as he has before. For the player or DM who wants to keep as much of the old setting support as possible and map old mechanics to new ones.

Outline:

Introduction

How to apply the Planescape Twist to the PoL Cosmology (no rules changes - keep the new cosmology, old flavor)

1) Planescape concepts to uphold in the 4th Edition design
2) GM advice to Flavour for the PoL planes
3) Techniques to use Sigil in the PoL cosmology
4) Techniques to translate Faction Beliefs to PoL archetypes
5) Techniques to translate the Blood War to the PoL Lower Planes
6) Techniques to translate the Shadowplane
7) Techniques to translate the Inner Planes
8 ) Techniques to translate the Outer Planes
9) Techniques to translate the Transitive Planes

How to apply the 4th edition rules to the Planescape Setting (all rules changes - keep the old cosmology, old flavor)

1) Sticking points in the 4th Edition design to account for
2) Planar Affects
* Affects by Plane
* The Styx
* Madness Rules
3) Missing Races (PC races)
4) Missing Classes and Prestige Class Conversions
5) Faction Classes and Feats
6) Belief Systems, alternate Belief Systems
7) Missing Spells and Psionic Effects
8 ) Missing Equipment
9) Missing Monsters (generally non-PC races)



This thread is meant to gather commentary on the overall project, and links to threads that address the specific topcis above.



What I will do:



I will maintain a running list of whats done and needs doing based on the responses to this thread.



I will also maintain a Word document, nicely formatted, based on the posts we create and agree on which will be turned into a PDF in the end for download and reference.



This PDF will be the basis for Planewalker's work in 4th ed as regards to any 4e modules or work we create in the future.



What others should do:



If you have a resource, or a thread, that we need to include in this work - post a link to it here with a short description. Make it easy for us to find!



In a simular vein - if you find a conversation developing into a longer debate or work - create a new thread and link to it from here. That way we don't trip over each other as we work.



 

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/f

/forum/4e-planescape-race-updates 

The original thread where we figured out a few planning details. Also covers a summary of what we think we're going to need to address and how. Also some suggestions on the Styx, bariaur, primordial, reintroduction of alignments to the system, ways to handle faction powers, and a preliminary version of an expanded tiefling race.

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/0

/081105/4e-planscape-the-factions

Planewalker article on Faction Powers, may form a basis for our faction work. An additional comment on this article has additional powers. 

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Kamikaze Midget's Big

Kamikaze Midget's Big Thread of Planescape Races

4th edition conversions created on ENWorld for Planescape races. Please remember to contact the author for permission for anythign found off-site before submitting them for use on our end!!

And invite them to pitch in over here! Eye-wink

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EDIT: Oops, I see you've

EDIT: Oops, I see you've already put up a link for KM's work already. Removed the link.

 

A few ressources:

Otogi's take on Cambions and Alu-Fiends.

Arytiss' take on yugoloths: Marraenoloth.

Dunamin's take on devils: Falxugon, Hamatula.

Dunamin's take on Bladelings and Shad.

(Shameless self-promotion)

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I wouldn't mind taking a

I wouldn't mind taking a stab at the PoL Planescape strategy.  Been on vacation for a few weeks, and hadn't gotten a chance to check my web stuff, and was overjoyed to see people actually picked up on my post.  Clueless, just gotta say thanks for taking the helm on this one, you rock!  My basic idea for combining the two cosmologies has a couple of stumbling points. 

1.) Do we continue with cannon beyond 2e or 3e?  Do we want the factions as they were, or as they stand in 3e/3.5.  Basically being no longer part of Sigil's day-to-day business and administration.  Personally, I like the old 2e ideas, but wouldn't mind a facelift on the factions, or even Factols and named NPCs.  That said, it would be great to include old faces from some of the longer lived races.

2.)  The ideas I have for reinterpreting the Planar Cosmology could be somewhat drastic, given the large difference between 2e(and even 3e) cosmology with 4e.  To include things like the war with the Primordials, emergence of new races, and loss of old distinictions would be a different view from rebuilding the old Planescape setting with a new operating system (4e).

My personal pick is to combine 2e and 4e, and give 3e a miss, or at least, give a nod to it's changes, and then show how they came back in line with the old 2e paradigm.  For example, if reintroducing the Factions to Sigil, how have they changed since their departure from Sigil and their time on other planes.  Here's the rundown on what I'd like to do though:

A long time ago the Planes were all connected, all infinite, and all upheld by the power of belief.  The Primoridal War destroyed that.  The Primordials, imprisoned for eons by the Powers they created to govern their Creation, slipped their bonds and reshaped the multiverse in their own image.  The Powers had long ago shaped consensus and belief to their benefit, making Realms that suited their portfolios and whims.  Over time, the Powers grew weaker, as the planes around them expanded stretching the boundaries or reality.  If the planes are shaped by belief, and the Powers feed upon the belief of their followers, what happens when mortals stop believing in the powers?  The Factions were responsible for this in part, large numbers of mortals flocked to these belief systems, each investing their will in the reshaping of the multiverse.  The Powers hold on reality wanes, the Primordials, and the cults and monsters that they spawned in times out of mind, began chipping away further at the Power's hegemony.  Eventually something gave, perhaps one or more of the Primordials escaped their confinement, and all hell broke loose. 

A war began that subsumed all levels of reality, and reshaped belief.  The Primordials destroyed Powers, the powers Realms disolved, and eventually the concept of a balanced cosmology was shattered.  The Spire fell, the planes fractured.  Eventually the Gods were able to overcome their petty squabbling and power mongering that had occupied them since they first imprisoned their creators, and united.  The Powers gathered their supporters, and worked together to maintain various Realms that had become small islands of stability during the shattering.  Now the Gods began to fight desperately to recapture their progenitors.  Eventually most of the Primoridals were captured or destroyed once more, those that were not were banished beyond the boundries of consentual realiy.  Hope began to re-emerge, and the Powers and various Planars began healing the wounds that had been inflicted on reality.  Certain Realms, Planes, and Powers were destroyed, their belief snuffed out.  Others merged their portfolios and realms to consolidate their power.

 

This is just a quick blurb on some general ideas that have been floating around in my braincase.  I'll get working on writing up a more comprehensive idea if this sounds good to anyone else.  If not I shut my bonebox and keep watching.

 

 

 

 

 

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RE: the state of the

RE: the state of the facitons- I'm hoping to use this work as our basis for development of Planewalker Modules on the site, as we could then release the modules with the statistics for 3/3.5 and for 4 and keep the support up for both flavour of players. Under 3rd ed we went with the Faction War nearly as written for a number of reasons - most of them outlined really solidly in Chapter 9 of the PSCS. (Read it if you haven't yet- it's worthwhile!)

Mostly it boiled down to and understanding that while the factions are not in *direct* power in Sigil - this does *not* mean they are 'gone'. Or that they are no longer effective in the Planes. Or even that the same faces aren't still there just not wearing their badges on their sleeves! Far from it. It adds an additional layer of intrigue, and provides an additional set of players to the field for us to work with.

Ideally I would like to view the buildup to Faction War and Faction War itself as part one of a three part story arc. We haven't even begun to really dig into the potential use of a non-faction run (but certainly faction manipulated in the background) Sigil. Why turn it back quite so soon? Lets get a chance to dig into it before we go back to the comfortable old ways.

Hence - my preference would be: to leave the setting storyline standing where it is. Get the support in place for the numbers, and then get started on advancing the storyline in the modules to do the 2nd and 3rd arcs of the story.

I would be inclined to use the scenario you listed out above (with the Primordials fighting, etc) as a suggestion in Part One of this work for the DM to use if the DM wanted to transition seamlessly from one to the other.  I would not be inclined to use it for Planewalkers version of the setting in the long run.

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Another thing, is do we use

Another thing, is do we use a lot of Erik Mona's ideas and concepts that popped up in 3e such as the Obyriths and the Loumara but haven't even appeared in 4e yet. 

I'm actually in favour of using the Obyriths as I like the idea of such beings even if they're a lot like the terrors of the Far Realm.  If they're being used with the 4e primordials, then the Obyriths can be some of the seeds of evil that came with the creation of the Abyss, while the Loumara can still be the dreams of some pantheon that the Abyss is digesting.

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I'm not sure I understand

I'm not sure I understand where your question is coming from in the context of the Conversion to 4th project...

Are you talking about converting the 3e stats for these to 4e stats?

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I think what Kobold means is

I think what Kobold means is to use some of the meta-plot about the Obyrths, sort of pre-tana'ri demons ( I like to think of them as Cthuloid horrors ) and weave that in.  Ultimately, like my ideas it's more of a non-PSCS cannon idea that incorporates info from a different edition of the game.  It could likely be used for flavor, and be hinted at, but has little impact on the project as such.

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Ah! Ok - that makes sense

Ah! Ok - that makes sense then for why I was confused! That sort of work would in essence be a different project than this one. While they make excellent examples for a DM of 'what' to do - what I wanted Part One to focus on is 'how' and 'why' to do it.

I'm curious - do you have a feel for what choices led you guys to creating that backplot? Why choose to bring those specific things in as opposed to others - what about them makes the 4e PoL cosmology Planescapian for you?

Keeping in mind that most players will only absorb a snapshot of the DM's portrayal of the current timeperiod in the game they are playing in- so backstory is often effectively useless for setting mood and tone for a player - what techniques can a DM use to give the mood and tone of Planescape to players?

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I personally just like to

I personally just like to link cosmologies.  That said there is a big difference between Planescape and every other D & D setting ever.  Philosophy and role-playing, seasoned with intrigue is the meat of most PS campaigns.  That didn't quite lend it self to the 3e designs philosophy which was more centered on "kewl powerz" than previous editions.  3e's breadth of choices allowed players to run a huge number of creatures, not truly playable in old 2e, which was great, but the products were always about selling you something new.  4e seems to focus a lot on combat in the rules, and relegates anything non-combat oriented to role-playing, skill challenges, and rituals.  4e also wants to bring in the epic feel to campaigns, allowing players to portray larger than life heroes with epic destinies moving between the PoL's to carve civilization out of the darkness.  Overall the theme to 4e is greatness lost and heroes rediscovering or reclaiming those lost glories. 

So a 4e Planescape would have a different feel, than a 2e, or even a 3e Planescape campaign.  If you're just looking for fluff and flavor, I would almost recommend just suggesting the old books, and ignoring rules.  Mechanically, we can do that.  Make up some homebrew 4e rules for old 2e or 3e concepts and go with it.  To make the setting something new, we need to update, at least a bit, not only the flavor, but the make up of the Planes.  For example no longer are the planes infinite, the Astral is, presumably, but without 4e cannon material, the Realms as they've been described are closer to demi-planes or even the Earthmotes from FR.  They have finite dimensions and  have significant changes to their cosmology.  So the question is, do we want the old PSCS setting whole and unchanged, with a nod to 4e, and just new rules write ups for the old stuff.  Or do we adapt the setting to 4e not just behind the scenes (i.e. the rules), but change certain elements to fit 4e.  If we do that, we have to explain why things are different, how they changed, and how that impacted the people that populated the planes before the change.

For example, Forgotten Realms moved the whole timeline forward 100 years.  This killed off certain NPCs just because they were mortal.  It changed political powers, national boundries, and even the rules of magic and the gods in that setting.  To change the whole of the planes, while still leaving alive the Factols (that survived the Faction War) and various NPCs we all know and love as PS fans, would require a different kind of explanation.  4e cosmology as it stands turns the planes into islands, and isolates them more than any previous edition.  Part of this was the abandonment of the old alignment system, which was linked intrinsically with the Great Wheel.  Without that to support some of the border planes, mostly the planes covered in the old Planes of Conflict boxed set, are pointless, or at least less important in the scheme of things.  It invalidates the Blood War, because no longer does evil care what flavor of evil other evil factions are, it comes down to personal choice. 

Philisophically, they blurred the lines between Neutral X and Lawful X.  How different is Neutral Evil and Lawful Evil?  To some players, it was very different, but only really depending on how you looked at it.  A Baatezu and a Yugoloth will both make deals with you, they will both desire to get the better part of the deal, and to find loopholes in that, with which to manipulate it to their own ends.  Both will wish to betray you, Baatezu are only slightly more honor bound to hold to their end of the bargain.  That said, any Baatezu worth his salt could work his way out of a deal that he didn't want to honor.  Conversely any Yugoloth would honor a deal as long as it suited his purposes.  You could argue all day the variables, but it comes down to one thing, you can't trust either of them because at heart they're evil.

Chaotic Good and Neutral Good were similar.  What does it matter if the person sometimes supporst law and sometimes doesn't.  A chaotic good PC must sometimes see the benefits of law.  Robin Hood was a bandit in the stories and worked against the corruption of the Sheriff and the Prince.  At the end though, he supports King Richard the Lionheart, another exemplar of Law.  Is Robin Chaotic or Neutral Good?

Where the big difference comes in is Lawful Netural and Chaotic Neutral, but even those can just as easily be defined as Unaligned and leaning towards law or chaos can be a matter of roleplaying and personal choice.  Any neutral character could help or harm you in 2e and 3e depending on the situation.  His flavor of law or chaos just informed how he might help or hinder the situation.  Planescape gives us a nice out to the question of alignment, while still allowing us to address the differences in paradigms by having the factions.  A Guvner could be Lawful Good, Good, Unaligned, or Evil, but not Chaotic Evil.  No matter what his alignment he would feel an unwavering respect for the law.  A Xaositect could not be Lawful Good, but would otherwise be free to pick his moral alignment and no matter what he chose he would disdain all laws.

So how cannon do we want this version to be, and what of 4e will be a part of it other than the rules?  Really I don't see too much point in just re-writing old material in a new voice.  The old material is great, it's what made the fans of this site fall in love with Planescape.  For a 4e reformat, we want old fans and new fans to fall in love with an evolved world that has moved logically from its older setting to the new one.   If not, we're just rebuilding the old planes with a new layer of paint and possibly a different support structure as represented by the 4e rules.

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Quote:So the question is,

Quote:
So the question is, do we want the old PSCS setting whole and unchanged, with a nod to 4e, and just new rules write ups for the old stuff.  Or do we adapt the setting to 4e not just behind the scenes (i.e. the rules), but change certain elements to fit 4e.  If we do that, we have to explain why things are different, how they changed, and how that impacted the people that populated the planes before the change.
 

The answer to your question is - in this work we're showing ways to do both

Remember our two audiences? From the sounds of it you're interested in focusing on the first audience: The people who are playing in 4th and want to know how to develop the feel and flavour of Planescape without having to make large scale numerical conversions. I would work on it as much from the 'how' perspective as the 'what' perspective in this case, as I think that will be more useful to DMs than a cut'n'dry this is how things happened from point a to point b. Including the example is certainly ok and worthwhile though.

When it comes to Planewalker's current canon that we will be using to advance storylines in our modules - we will not be advancing the timeline. We simply don't have the volunteer power for modules to run a storyline for 3.x/Pathfinder systems and a different storyline for 4th. (And we would be skipping over a lot of very fun opportunities for story.) What we can do easily for our modules is include an appendix with the conversion to the other system so a group that has switched, or new players that started in 4th, can still use it.

I just want to make sure that's clear before we end up stumbling over each other by trying to work on different projects and get disappointed is all. I'm not usually such a twit - I promise. ;) 

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I don't think you're a

I don't think you're a twit, quite the contrary, but thanks for clarifying.  I guess I got caught up in my question.  Sorry.  That said, I just find it hard to imagine the two cosmologies and co-existing.  Just like the Urban Planescape project.  Full of neat ideas, but you couldn't really work it in to currently running games.  You sort of needed a fresh start.  It's a different animal.

I suppose when it comes down to it, I'd like to work on ideas for the first audience, as I wouldn't want step on any toes.  Sadly I don't have online at home, so I only get to participate in this community via forums and news articles writen by others.  I've never gotten a chance to enjoy the modules or play, or really add anything other than my two cents.  I would like to update various races to 4e, I think that's the most fun.  I like what's been done so far by some of the other posters on the factions.  All in all, I look forward to helping in whatever way I can.

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Ok - *whew*.  Awesome.

Ok - *whew*.  Awesome. It's been a long day of folks at work who weren't quite groking what I was tryign to tell them so I sorta needed to make sure it hadn't bled over here as well. Eye-wink So it sounds like you've got a pretty sizable PlanescapeFFWD project you'll probably be developing concurrently with work on this one. Now that we're on the same page here... Eye-wink

I think you're definately on the right track - especially as an example of exactly the sort of DM for Audience1 that we're trying to help out, the guy whose trying to fit a square peg in a round hole and having to shave things here and there to make it work. I think a good compromise here might be for you to look at what you're doing with your update / ffwd project and see what techniques you're using to craft it to guide your thoughts for the conversion guide project. The lessons learned and advice are what this side of the project needs. I can almost gurantee that a summary of the update (somewhere in say 3 to 7 pgs? more if needed) would be an invaluable example of the advice in action - and interested parties who liked that version can look up your ffwd project to get more depth on it and pick it up for their own game.

Then of course the other half of the conversion project will be to get everyone some hard numbers to go along with the updates. Smiling

Make sense?

And of course if you've got numbers in mind for the races then jump in with em!

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Wyrmwood wrote: My personal

Wyrmwood wrote:

My personal pick is to combine 2e and 4e, and give 3e a miss, or at least, give a nod to it's changes, and then show how they came back in line with the old 2e paradigm.  For example, if reintroducing the Factions to Sigil, how have they changed since their departure from Sigil and their time on other planes.  Here's the rundown on what I'd like to do though:

A long time ago the Planes were all connected, all infinite, and all upheld by the power of belief.  The Primoridal War destroyed that.  The Primordials, imprisoned for eons by the Powers they created to govern their Creation, slipped their bonds and reshaped the multiverse in their own image.  The Powers had long ago shaped consensus and belief to their benefit, making Realms that suited their portfolios and whims.  Over time, the Powers grew weaker, as the planes around them expanded stretching the boundaries or reality.  If the planes are shaped by belief, and the Powers feed upon the belief of their followers, what happens when mortals stop believing in the powers?  The Factions were responsible for this in part, large numbers of mortals flocked to these belief systems, each investing their will in the reshaping of the multiverse.  The Powers hold on reality wanes, the Primordials, and the cults and monsters that they spawned in times out of mind, began chipping away further at the Power's hegemony.  Eventually something gave, perhaps one or more of the Primordials escaped their confinement, and all hell broke loose. 

A war began that subsumed all levels of reality, and reshaped belief.  The Primordials destroyed Powers, the powers Realms disolved, and eventually the concept of a balanced cosmology was shattered.  The Spire fell, the planes fractured.  Eventually the Gods were able to overcome their petty squabbling and power mongering that had occupied them since they first imprisoned their creators, and united.  The Powers gathered their supporters, and worked together to maintain various Realms that had become small islands of stability during the shattering.  Now the Gods began to fight desperately to recapture their progenitors.  Eventually most of the Primoridals were captured or destroyed once more, those that were not were banished beyond the boundries of consentual realiy.  Hope began to re-emerge, and the Powers and various Planars began healing the wounds that had been inflicted on reality.  Certain Realms, Planes, and Powers were destroyed, their belief snuffed out.  Others merged their portfolios and realms to consolidate their power.

 

This is just a quick blurb on some general ideas that have been floating around in my braincase.  I'll get working on writing up a more comprehensive idea if this sounds good to anyone else.  If not I shut my bonebox and keep watching.

 

 

 

 

 

I like your story-build. Don't shut your bonebox, please

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4E PLANESCAPE FACTION THEMES
/forum/4e-planescape-factions-updates

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One question about the

One question about the conversion.
Can we rename the action points as belief points?
And Can we change the system to gain them?
Another question.
Can we have the 9 alignments?

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catland93 wrote:One

catland93 wrote:
One question about the conversion. Can we rename the action points as belief points? And Can we change the system to gain them? Another question. Can we have the 9 alignments?

All aspects are up for discussion (as I understand it). There's no single authority passing judgement on what to allow and not to allow.

There does seem to be consensus for reinstating the 9 alignments in the "Original Planescape cosmos with 4E rules" approach, however.

As to action points, what did you have in mind about how they are gained? 

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Dunamin wrote: catland93

Dunamin wrote:

catland93 wrote:
One question about the conversion. Can we rename the action points as belief points? And Can we change the system to gain them? Another question. Can we have the 9 alignments?

All aspects are up for discussion (as I understand it). There's no single authority passing judgement on what to allow and not to allow.

There does seem to be consensus for reinstating the 9 alignments in the "Original Planescape cosmos with 4E rules" approach, however.

As to action points, what did you have in mind about how they are gained?

My questions are up for discussion. 

About the action points, i would like an old style belief system 4e compatible.

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So somethign where you gain

So somethign where you gain the belief points based on the personal risk you take for the belief? I think that fits pretty solidly with the action points system.

I would make note in a sidebar that if a GM felt like it they could have two pools of points in case the players rarely have the opportunity to gain belief points over the course of a story.

re: The 9 alignments - yeah, there seems to have been a consensus on that: They'll be included, and the affects of a plane on a character based on the alignment will be included as well. Otherwise we'll likely leave the rest of 4e's alignment system alone.

Does anyone want to kick off a thread on the planes to get started on the planar affects and travel rules?

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Clueless wrote:Does anyone

Clueless wrote:
Does anyone want to kick off a thread on the planes to get started on the planar affects and travel rules?

I would hold off with mechanics for those subjects until next month when Manual of the Planes comes out - then we will have some 4E planar rules to build on and relate to.

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We can at least get started

We can at least get started with the alignment effects - as I'm pretty sure we won't find anything simular in the Manual of the Planes.

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Okay cool, all on the same

Okay cool, all on the same page.  I'll get working on the side project, and also send in some crunchy numbers stuff for a few race updates, etc.  I like Catland's idea for the Belief points, it was something I always thought was a neat idea, and in my 4e PS homebrew I was using the same thing.  Sadly none of my players are terribly familiar with PS and so the game didn't get too far.  Well that and scheduling, man do I miss the summers I spent gaming with friends all day and night.  The good news is I've got two weeks vacation starting next week and will have lots of time to dedicate to dropping some goodies on here.  I don't have the tech know how to do pdf's, but I can either look it up, or if someone knows a program or a good primer site I can even format these for the coolness.  For example, Catland, how did you find the format for the 4e powers you listed for the factions?  Thanks for any help, and I'm really excited about this.

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I've got the PDF and

I've got the PDF and formatting well in hand on my end. I did formating and layout for the PSCS, conversions and most of the other PDFs we have on the site - so I've got everything already prepared to go for background images and style once we have the text written.

All I need is some text to work with, preferably at least spellchecked. Eye-wink

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I'll send you something

I'll send you something soon.  Thanks.  Also if you ever need help editing, I'm a bit of a nerd in that respect.  If I didn't hate altering books, most of my RPG library would look like a school report.

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You tempt me ... ;)  Which

You tempt me ... ;)  Which aspects of editting tweak your brainpan?

Looking for funky grammar, spelling and the like - or - content editing for clarity and possibly filling in gaps?

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This is my new thread to

This is my new thread to developing my 4e factions conversion format idea:

/forum/4e-planescape-factions-updates

I hope to see there critical comments about my numbers and new ideas, so that the stuff could be a very good work.

About the format for the 4e powers I'm working in Word.

 

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Clueless wrote: You tempt

Clueless wrote:

You tempt me ... ;)  Which aspects of editting tweak your brainpan?

Looking for funky grammar, spelling and the like - or - content editing for clarity and possibly filling in gaps?

 

All of the above.  My father is a professional writer, copywriter, and now Episcopal priest.  When I was a kid and would bring him thing I had wrought hoping for praise, I would get my paper back with red marks and clarifications.  Praise came for what was good, but it instilled in me a very picky nature on the matter of writing.  I'd say the only thing I haven't been able to properly correct in myself is run-on sentences, but I'd like to think I'm pretty good at spotting mistakes in grammar and spelling.  Especially spelling.

 Send me anything you want I'd be happy to go over it with a fine toothed comb.  Part of next week I'll be out of town, so I may or may not be able to do much, but the week after I'm on vacation.  If I can work a hotel, or friend/family member with wi-fi, I should be able to accomplish a bit more though.

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An interesting point

An interesting point brought up in EN World from Mearls was that originally the design team, wanted Milestones the mechanic where you gain more action points to be based off of major story points.  But they knew it would be hard for all groups to do, since dungeon-crawling DMs would find it hard to define when a major point in the story happened, so they went with every 2 encounters instead, as it's close to happening at every major point in a story for most groups.

So there definately could be the use of action points as belief points.

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Kobold Avenger wrote: An

Kobold Avenger wrote:

An interesting point brought up in EN World from Mearls was that originally the design team, wanted Milestones the mechanic where you gain more action points to be based off of major story points. But they knew it would be hard for all groups to do, since dungeon-crawling DMs would find it hard to define when a major point in the story happened, so they went with every 2 encounters instead, as it's close to happening at every major point in a story for most groups.

So there definately could be the use of action points as belief points.

It looks interesting for a standard campaign and for a planescape campaign, but it don't look to fit perfectly with belief. Anyway, it is a good starting point. We could combine it with a classic belief points system.

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Additional workspace

Additional workspace Links: 

For non-faction paths, feats,and rituals! If you're looking for somethign to do, please jump in and help catland and otagi out a bit on these!

/forum/4e-planescape-general-feats-paths-and-rituals 

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The first excerpt of the

The first excerpt of the Manual of the Planes is up and the mechanics "Influence Unstable Plane" doesn't look all that bad, in my opinion. Seems like they can be used more or less as is for Limbo.

EDIT: Oops, didn't notice a new thread was started discussing this very topic.

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That was my thoughts on it

That was my thoughts on it too - ethereal protomatter manipulation maybe as well, but we would probably need to add in some rules on duration of created objects.

We may also want to enhance the rules for contest-of-will situations between two entities trying to control the place. 

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I know  it's kind of self

I know  it's kind of self promotin, but here are some races from 3rd edition, plus Rogue Slaadi.

 

 http://thepiazza.org.uk/bb/viewtopic.php?f=40&t=728

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If we can include them in

If we can include them in our release - it's not self-promotion Smiling It's contribution *grin*

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Okay, on prestige classes:

Okay, on prestige classes: For some reason I love generic stuff, so here's what I can do until I get into the specifics.

 

Gatecrasher - A portal master, attacks are Cha-based swashbuckling attacks or mind assaults, abilities deal with finding portals and disrupting and defending agaisnt non-material creatures.

Proxy -  All done, found here

http://forums.gleemax.com/showpost.php?p=16640786#post16640786

Hope it works

Planar Champion - A champion of a particular plane, gains abilities agiasnt all others.

 Union Sentinel - Like the idea, but really needs to be rewritten. Perhaps they are masters of defense and striking when the time is right.

 

An optional little bit, I was looking through the Planewalker's Handbook, I think, and I  found a little section that listed all the races and classes from back then. Anyway, I was looking through all the races and I saw that fiends was listed and thought that was kind of cool because you could play as fiends in third edition, but it always seemed kind of impossible to me in 3.5 because it always took about 20 levels. Because every race was balanced and could be played at the begining, I tried my hand at creating a monstrous race so you could play demons or devils or archons or whatever floats your boat. Anyway, here it is:

http://www.dandwiki.com/wiki/Monstrous_Race_(4e_Race)

Also, here are the paragon paths and epic destinies for those who want to advance more as monsters.

http://www.dandwiki.com/wiki/Monstrous_Paragon_(4e_Paragon_Path)

http://www.dandwiki.com/wiki/Monstrous_Destiny_(4e_Epic_Destiny)

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Otogi wrote: Okay, on

Otogi wrote:

Okay, on prestige classes: For some reason I love generic stuff, so here's what I can do until I get into the specifics.

 

Gatecrasher - A portal master, attacks are Cha-based swashbuckling attacks or mind assaults, abilities deal with finding portals and disrupting and defending agaisnt non-material creatures.

Proxy - All done, found here

http://forums.gleemax.com/showpost.php?p=16640786#post16640786

Hope it works

Planar Champion - A champion of a particular plane, gains abilities agiasnt all others.

Union Sentinel - Like the idea, but really needs to be rewritten. Perhaps they are masters of defense and striking when the time is right.

 

An optional little bit, I was looking through the Planewalker's Handbook, I think, and I found a little section that listed all the races and classes from back then. Anyway, I was looking through all the races and I saw that fiends was listed and thought that was kind of cool because you could play as fiends in third edition, but it always seemed kind of impossible to me in 3.5 because it always took about 20 levels. Because every race was balanced and could be played at the begining, I tried my hand at creating a monstrous race so you could play demons or devils or archons or whatever floats your boat. Anyway, here it is:

http://www.dandwiki.com/wiki/Monstrous_Race_(4e_Race)

Also, here are the paragon paths and epic destinies for those who want to advance more as monsters.

http://www.dandwiki.com/wiki/Monstrous_Paragon_(4e_Paragon_Path)

http://www.dandwiki.com/wiki/Monstrous_Destiny_(4e_Epic_Destiny)

About proxies it's great the chosen epic path in the forgotten realms players guide (pag72). This path

includes many exemplar of deities and we could work for non forgotten realms pantheon.

 

Regarding the monstrous races I think it is impossible to find a system that will not break the balance the 4e rules.

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Otogi wrote: I know it's

Otogi wrote:

I know it's kind of self promotin, but here are some races from 3rd edition, plus Rogue Slaadi.

 

http://thepiazza.org.uk/bb/viewtopic.php?f=40&t=728

 

Beautiful. we could expand your concepts with racial feats. 

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catland93 wrote: About

catland93 wrote:

About proxies it's great the chosen epic path in the forgotten realms players guide (pag72). This path

includes many exemplar of deities and we could work for non forgotten realms pantheon.

 

Regarding the monstrous races I think it is impossible to find a system that will not break the balance the 4e rules.

 Oh, is that a yay or nay for the monstrous races?

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I'm not sure if anybody

I'm not sure if anybody remembers this, but here's my analysis of the new listing of the planes (ignore the part about the outlands and gatetowns, I wrote this a while ago before the new excerpt).

 /080719/the-planes-reordered-4e-planescape

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catland93 wrote:Regarding

catland93 wrote:
Regarding the monstrous races I think it is impossible to find a system that will not break the balance the 4e rules.

I'm not sure what you mean by this. 4E provided PC versions of minotaurs, gnolls, and other monsters previously considered beyond the scope of playable PCs - I'm sure we can do the same for many Planescape races.

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Sorry. I explained not it

Sorry. I explained not it very well.
I would say it about high level mostrous races like beholders. Orc, kobold, minotaur, gnoll, doppleganger are all playables.
Wizards don't support large creatures as player race, first of all for the close burst of the powers and for the reach etc... etc...
I would like have the wemics as playable race or the centaurs but we can have only one of medium size.

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Another thing that occurred

Another thing that occurred to me about integrating PS with 4e, is what sort of places in the setting would various classes have?

Before many have tried to gloss the role of character classes over, but even in the Planewalkers Handbook they address the some classes do have their niches across the planes.  Sure a class may be a package of abilities, but in many cases they do carry with them an implied chapter of a character's background.  Now I'm NOT advocating a class as a straightjacket to how a character is and what a character can join, but there's certainly been some preferences to what beliefs some characters have and which factions they join.  Some generalities do need to be avoided, and just describing the 8 classes in the PHB is not enough, and waiting for all the 40 or so character classes to come out is not an option either.

For one thing it may be easier to cover all those classes, even the ones that haven't come out yet by addressing a class' "power source".  What impact does being a martial character, a character who relies on constant and training and perfection of their more physical skills have on a character's belief and standing across the planes.  What about being a primal character who draws their power from a connection to spirits, or a psionic character who hones the power of their own mind have on their own beliefs and standing across the planes?

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You mean like noting which

You mean like noting which factions often feature specific classes or cutters gifted by a particular source of power?

I guess it could be informative to new players to suggest that characters with divine power isn't common among the Athar, or that the Revolutionary League features a noteworthy share of rogues, for instance.

However, it doesn't seem as necessary because of the different way NPCs are handled in 4E: You don't have to worry about the "power source" of an NPC Athar cutter who's pulling off some fancy moves, and even if you want to slap on a PC class template the class powers are easily reflavored.

 

I would be cautious about applying mechanics that severely discriminates between power source of PCs, like saying that Arcane characters are hampered when close to the Spire but not Martial characters.

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Dunamin wrote:However, it

Dunamin wrote:
However, it doesn't seem as necessary because of the different way NPCs are handled in 4E: You don't have to worry about the "power source" of an NPC Athar cutter who's pulling off some fancy moves, and even if you want to slap on a PC class template the class powers are easily reflavored.

4e is quite opaque when it comes to NPCs so it doesn't really matter with them, I think it's certainly more of a case with PC types.  But I'd say that even the Athar get characters could draw from the Divine power source, as drawing from "the great unknown" is a way of drawing from the Divine power source so it's certainly possible for their to be Athar Clerics, Paladins, Invokers and Avengers even if they aren't common classes among the Athar.  Just like how there theoretically could be Paladins in the Revolutionary League, though Paladins (even the Chaotic ones) generally aren't the subtle types that typcially end up in the Anarchists.  Of course nothing's stopping anyone from having a Paladin of Anarchy or a God of Freedom in the Anarchists.

Dunamin wrote:
I would be cautious about applying mechanics that severely discriminates between power source of PCs, like saying that Arcane characters are hampered when close to the Spire but not Martial characters.

I'd rule that all power sources get "neutralized" by the spire, even Martial powers, even if an explanation has to be invented.

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I fully agree on both

I fully agree on both points. Smile

Talk of the Spire prompted me to write up mechanics for it. Check it out.

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I like it. Does this mean,

I like it. Does this mean, though, that with a spire comes the outlands, or a remnant of it? If it does, does it also mean that the gatetowns still exist? But then, with the larger and more expansive planes, are they simply replaced by "gatecities"?

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Remember that we are

Remember that we are working on two approaches to 4E Planescape here.

The Spire is an inherent part in the "Original Planescape cosmos with 4E rules" approach, though it may not be in the "Points of Light cosmos with Planescape twist" approach.

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Aye - it's nessecary for

Aye - it's nessecary for Part 2 of the book more than Part 1 - we've been focusing pretty heavily on that end of things so far. Most of what's on the other side - Part 1 - I suspect is going to take the form of essays on topics and advice than as numbers.

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Will there be a call for

Will there be a call for fluff writing?  I'm good at rattling my bone-box, not so good with the numbers and all that screed, so I'd take nicely to writing fluff.

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If by fluff you mean

If by fluff you mean advice, suggestions, and meta-game approaches that fulfill the needs listed above for Part 1? Then yes - consider that an open call. Eye-wink

If by fluff you mean more like stuff that expands upon and details plot ideas for the regular Planescape setting... I don't see that as a particular need for a conversion document, it's a little out of the scope of this sort of thing - *but* -  have you looked over at Rrakkma? The Gith project would love to have some fresh perspectives and work for the Githyanki post-Incursion - or if modules are more your thing, the Shattered Mirrors module was originally concieved as a series of adventured to further the Planescape setting under Planewalker's fan-canon so those are two places that could use a jumpstart.

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