Hell_Born wrote:Official entries directly reference, stem from or are otherwise directly connected to the original 3.5 sidebar. Some additions or modifications are changed - for example, Rangers, no longer being divine spellcasters, would not be looked down upon in Lamordia.
Optional entries reference content that I personally feel makes sense for a potential PC stemming from the domain, but which a given DM may not be so feasible towards. For example; While it's not as clashing as it was in earlier editions, the Psionic power source is still alien enough that many DMs, even for non-Ravenloft campaigns, may not want to include it. And then there's the Dawnslayers; not only are they Dread Possibility content in the original gazetteer, meaning they might not exist in one DM's take on Barovia, a DM may decide that Dawnslayers make the most sense as Paladins (holy warriors) as opposed to Avengers (assassin zealots).
But you need to take into consideration that not all DMs will view the setting the same way. In previous editions Psionics was a tacked on optional system. In 4E the Psionics rules work exactly the same as all other powers, with a few variations in the Augmentable and Full Discipline rules. In 4E the rule of thumb is: specific always trumps general, but otherwise the powers still have the exact same framework as Exploits, Prayers, Spells and Evocations.
Your goal should be providing a framework whereby Ardents, Battleminds, Monks and Psions fit into the setting. Ardents could be Thaani who manifest unusual auras and leave Immol to keep the community's secrets safe. Psions could be mesmerists from Dementlieu, members of the fraternal lodges of Paridon or Thaani who try to develop their powers. Monks should be found in Sri Raji (yogi), Rokushima Taiyoo (sohei), Paridon (also in the fraternal lodges), and Lamordia (Warforged PCs who learn at the Monastary of the Quickening Thunderbolt). And Battleminds could come from the gladiator arenas of Kalidnay, and among Thaani who train to fight against the Illithids of Bluetspur (much the way Githzerai form Rraakma Bands).
tl;dr: Don't shoehorn the new game mechanics into the old game mechanics (or try to organize the new game mechanics the way the old game mechanics were); use the old source material to give new flavor to the new game mechanics. Your readers will thank you.
Truth be told, I kind of broke my own rules; really, the Official section should only have mentioned the classes/races from the 3.5 sidebar, and any changes should have gone under the Optional section. This makes it easier for traditionalist DMs to see what they could add and decide what they will add.
In 2E there was no class called "Sorcerer". Gabrielle Adderre was an Enchanter, as was Dominc D'Honaire. The game designers for the 3.X material turned Gabrielle into a Sorcerer who mostly used Enchantment spells, and used the NPC classes in the
DMG for Dominic, along with Supernatural and Extraordinary abilities. That kept the "flavor" (Gabrielle is a witch who seduces men with magic; Dominic is a mesmerist and manipulator whose gaze and words are the equivalent of magic) while using the new mechanics that (IMO) allowed the characters to function in a better way. You need to unlearn the 3.X rules and embrace the 4E ones, while holding onto the spirit and ethos of Ravenloft: A Realm of Terror, a Domain of Dread. The game rules are there to help the DM evoke wonder, terror and horror in his or her players. They are the means not the end.
In the end, I generally made a judgement call on whatever classes/races seemed most fitting for the realm, and, honestly, some just never occurred to me. Barovia didn't seem "stormy enough" to me that it really justified Stormsoul Sorcerers, and I forgot all about Inajira and his potential for creating tieflings.
4E Sorcerers are ... different from their 3.X forebears. Dragon Sorcerers really don't fit most of the Domains, with the major exception of Rokushima Taiyoo: the influence of Dragons in Eastern culture would make them very apropos. Wild Sorcerers are supposed to reflect the Elemental Chaos; they either have Primordial origins or were influenced by Demons, Elementals or Primordial Cultists. That doesn't really fit into Ravenloft, IMO. They could be connected to the Nightmare Lands, Vechor, Hazlan (stray magic bleeding into the land affects the locals), Sithicus (when Lord Soth disappeared on the Night of Screaming Shadows to return to Krynn, some of the raw Chaos present during the Chaos War enterred the Domain), Darkon (as a result of the Doomsday Device's activation some people gained magical powers), Lamordia (as Baltoi lies dreaming of the Blood War, her Chaotic and Evil nature clash with the rational mindset of Mordenheim and the Lamordians; this has resulted in Wild Sorcerers appearing in a Domain that fears and hates them).
Cosmic Sorcerers should be the most common Sorcerers in Ravenloft; just like Star Pact Warlocks, Cosmic Sorcerers delve into forbidden tomes and seek after eldritch lore; the difference is that they gain their power from astronomical alignments, planar conjunctions and the like, not making pacts with Far Realms entities posing as stars and planets. Cosmic Sorcerers should be found in any domain where the study of magic is feasible, but frowned upon, including Barovia, Dementlieu, Richemulot, Nova Vaasa, Sithicus, Mordent, etc. They could also be people living adjacent to the Shadow Rift, who hear Gwydion's cries of anguish while they sleep; people affected by the Nightmare Lands or Bluetspur, who seek to harness the madness rather than the chaos of those places; and visitors to Vechor overwhelmed by Easan's madness. In all of these cases, the magic of the cosmos and of insanity becomes part of the Sorcerer's very being.
Storm Sorcerers are the boring Sorcerers. Any place with lots of thunderstorms will have babies born during a storm. Some of these babies become Storm Sorcerers. Its not very exciting, but I've found that Storm Sorcerers are a very easy class for beginners to learn to play. (Much easier than Warlocks or Rangers.)
Tieflings should be born anywhere that there are fiends interested in making pacts, anywhere there are fiends conducting Power Rituals, anywhere there are fiends sleeping beneath a monastery, in short, anywhere there are fiends, period. One aspect of Tiefling's that's bugged me in 4E is their cookie cutter appearance. In their original incarnation as PCs, in the Planescape Setting, Tieflings had a varied appearance.
You could suggest as a Dread Possibility that the appearance of Tieflings might depend on the fiend that originated the Tiefling's bloodline (Tieflings should always have Tiefling offspring, even when they mate with Humans). Here are some suggestions based on established fiends:
- Inajira: As I mentioned previously, Inajira-influenced Tieflings might look like Inu-Yasha, with canine features replacing the standard horns, red skin, ridges and tail.
- The Black Duke: these Tieflings should appear similar to the standard 4E Tieflings, but their facial ridges and horns are more pronounced.
- Elsepeth: These Tieflings should have cream colored skin and perfect hair, but they also have pointed ears, fangs, vestigial wings and long fingernails (they have no horns, no ridges and no tails)
- Baltoi: These Tieflings should have an ophidian appearance: scales, slitted eyes, forked tongue, snake-like tail (no horns, no ridges)
- The Whistling Fiend: These Tieflings have a single horn that juts from the back of their skull, rather than curling ram horns on the sides of their heads; their skin is smooth and moist, but not slimy. They appear very thin and haggard, almost to the point of being malnourished. (No tails, no red skin)
- Drigor: These Tieflings tend to be overweight, but not obese. Their horns resemble those of a horned toad rather than a ram. They have vestigial wings. These Tieflings are exclusively found in the Madrigore family. (no ridges, no red skin, no tail)
As for the lack of Essentials classes? Let me be upfront: I loathe Essentials and it rankles me that it took over and eventually led to the downfall of 4th edition. Besides, the only Essentials books I have are the Neverwinter campaign setting and the Heroes of the Feywild/Shadowfell/Elemental Chaos trinity. I'm just not familiar enough with the "classes" it offers to really see how they'd fit into the Ravenloft setting.
Some of the classes are a very poor fit. The Knight, the Warpriest and the Cavalier do not really fit. While knights in shining armor were part of early Gothic literature, they don't fit into the Ravenloft Campaign given the way the setting has evolved. The Warpriest is a poor fit because it is supposed to be a generic class, but in practice it is campaign specific because there was never enough support for the class in either Dragon Magazine or new books.
The other classes from
Heroes of the Fallen Lands and
Heroes of the Forgotten Kingdoms, are very suited to a Ravenloft campaign. The "Thief" is mechanically different from the "Scoundrel", while still fitting into the campaign. The "Scout" and "Hunter" are also different enough from the Ranger; "Hunters" are a controller class, and "Scouts" focus on Wilderness adventures rather than on DPR. "Slayers" are a subpar Striker, but they do thematically fit into the Campaign. "Sentinels" really fit into the way the Druids of Forfar were described in prior editions much better than the
PHB2 Druid. The "Hexblade" is awesome; its a great melee striker, it is thematically appropriate (the fey pact in particular could be based on Queen Maeve deciding to become more active in opposing her brother and the Unseelie Court) and it doesn't step on the
PHB Warlock's toes.
The "Skald" Bard, "Berserker" Barbarian and the "Witch" Wizard from
Heroes of the Feywild are all very easy to work into the campaign; its easier to fit the Berserker, a Martial Defender/Primal Striker class into the Core than the
PHB2 Barbarian.
While the
Heroes of Shadow classes might be thematically appropriate, I dislike the game mechanics of the Blackguard and the Hexer. I also feel that PC Vampires should not be allowed into the campaign at 1st level, even as a subpar melee Striker class. That being said, I would include details on how to make the class work for a 4E Ravenloft gazeteer or player's guide.
Incidentally? Correct me if I'm mistaken, but didn't Jester include a real, not-a-half-orc-with-the-serial-numbers-filed-off Caliban race in his 4e Ravenloft netbooks? I'm quite sure he did... in fact, given the prevalence of racial variants in 4e, I actually tried to drum up some interest in converting the Brutes and Banshees from Quoth the Raven #8 to further expand upon Jester's 4e Calibans.
He did, but I'm leery of the mechanics of the class. Also, given that 3.X Calibans were Half-Orcs-with-the-serial-numbers-filed-off, I don't see the point of making stats for a Caliban race.