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I Wellcome thee, fair adventurer of mighty courage to the world of Abeir-toril, The Forgotten Realms...
If ye're brave indeed, stay around and help to forge the mighty Realms...
I am Elminster of Shadowdale and I'll be yer guide through the Realms...

- Elminster of Shadowdale

 

What Elminster was trying to say is that you guys will be a determinant counterpart on the building of this section (well, the other sections too, but this specially). I need you RPG'olics to "craft" your own opinions about the new Forgotten Realms Edition, as well another stuff, like new monsters to the campaign, adventurers, spells, classes, whatever. I'll post my "craftings" too as I deeply analize the contents of the book. For now this section has only a deep overview of the whole book, but whenever a submission arrives in my e-mail box it will be posted right away (I work that way to have the opportunity to change the post if some part isn't really related to the Forgotten Realms Campaign Setting).

- Silvanus

A general overview

I have the new campaign (and the old ones) and I've read it from the beginning to the end of it. Well, the new campaign is basically good, and the 3rd edition wasn´t a bad thing for the world of Drizzt do'Urden (well, this one achieved lesser weapons, Twinkle, for an example, was a +5 Defender Scimitar). The conversion method (conver D&D characters to FR characters) is good and the major alteration is in the deities section. The prestige classes are good too, except for the Divine Champion that should have better will saves, not reflex saves. The Divine Champion should be:
Class Level Base Attack Bonus Fort Save  Ref Save Will Save 

Special

1st +1 +2 +0 +2 Lay on hands
2nd +2 +3 +0 +3 Fighter Feat, Sacred Defense +1
3rd +3 +3 +1 +3 Smite Infidel
4th +4 +4 +1 +4 Fighter Feat, Sacred defense +2
5th +5 +4 +1 +4 Divine Wrath

In a later reflexion, we could adapt each Divine Champion acording to the Deity he follows, for an example, a Divine Champion of Mask should have better raflex saves, but a Divine Champion of Mystra should have better will saves.

In respect for the new art of the book, I've just one thing to say: They killed Elminster. He no longer looks like a Sage, for god sake! He's cool allright but the image isn't the same, he looks like a god damn gladiator or something!

Other thing that confused me was the lack of info about the Chosens. I'm not talking about the Chosens of Mystra, I'm talking about the lack of sidebars describing other type of chosens (Mask, Bane, Helm, whatever). So, here's a chalenge: Start working on the Chosens (I'm talking to you, yes you, the one who's reading this crap), and e-mail them to me  .

The lack of maps was, too, a deception... They give us a big map, but what about specific regions (yes, Dragon magazine is delivering maps but all the maps should be included in the damn campaign!)? The old campaign had maps of Shadowdale (for example) and thank god I have the old campaign...

A good thing was the trade routes, these ones help me a lot (I never knew what were the imports and the exports of a specific land).

The Geography chapter is extremelly good and the towns descriptions are good, even if some towns aren't presented there.

In a general overview of the campaign I can say that I wasn't expecting less (or more) from the Wizards of the Coast staff.

-Silvanus

 

 

 

 

 

 

 

 

 

 

 

    

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