DreamOfCream wrote:Seven, I get where you are coming from, but I think you are trying to apply human exposition to a very alien world. The setting of the Forgotten Realms has been made to foster conflict. Banites hate Tormites. Red Dragons hate Gold Dragons. Sun elves are racist. Drow like slaves. This is much like Tolkien does in Lord of the Rings. Melkor, the Ungoliant, Sauron, Balrogs... why are they hellbent on conquering the Middle Earth?
Tolkien does not try to address these issues, like some philosophical debate. He says, look this is the framework of Middle Earth, now lets focus on the war, romance, and adventure..
I take the same outlook with Forgotten Realms. Here is the framework, now let's make some conflict with it. Of course throwing in some morals in characters can be good and give conflict more dimensions. But I find the wishywashy philosophical debates over whats good and wrong, boring. I quite enjoy a Banite waging war against Cordor soley because it will please his/her God.
But hey, this is a big server, lots of people with different prefferences, so do what you want. I am just offering some advice to help get over the same conundrum that I faced for awhile.
This is a very good way of handling it. I personally find issue with people trying to say that the realms could be radically different than human history etc because it is a world in a bottle created by humans who based it off of human history and whatever weird thing they found at the bottom of a whiskey flask. A bottle made by a very small select population of people with high bias who were trying to make as much content as possible and then apply rules to it so people could roll dice. We cannot say that things would be radically different because we have no true way of conceptually handling an indepth view of the realms and D&D lore outside of the standards these people have loosely given us.
In the end, why all werewolves are CE was a Gameplay Choice. Which was then backed with behaviors and further lore when the writing staff felt like it. Werewolves were meant to be bad guys, something to fight or cure within the gameplay mechanics, but also run the risk of becoming the 'boogeyman' yourself. Because the fluff itself states that werewolves have bloodlust, wish to murder people, and have uncontrollably raging issues are why they are CE. It was a decision that was vindicated with further writing. You can ask Why on something like this but you can't without realizing it was entirely a slap dash judgement call that Then had further logic applied to it.
In the end, these somewhat randomized decisions or ones based out of old folklore (Aka wolves are evil and eat babies), are the basis and foundation of why the realms are even put together. The writing staff wanted pretty stark good vs evil poles on either side of the field so you could pick which one you wanted to punt the ball to.
In the end, how we take the canon we are given and Use it in our characters is what sets it apart. But they always exist as guidelines regardless and often Do vindicate themselves within the text. Scurvy and my examples of CE are expressly written under Lycanthropy in the monster manual. But you have to accept that werewolves are CE before you can accept the reasoning as to Why they are CE. It could have easily been weretigers or werebears if the writing staff had felt like it.
In the end, suspension of disbelief is important in all fantasy settings. If you look behind the curtain, you are just going to realize that in the grand scheme of things? It doesn't make sense. You have to accept some things as basic Rules of 'just how things are' and then the setting explains why it is that way compared to other things within it. You can't take an example and put it under an microscope and hope that how it is connected into things makes sense. Because it was never meant to stand alone in the first place.
Saying this, accepting some things as Evil some things as Good leaves a grey area for PCs to work within and play with and Have those philosophical debates because there are cemented, known factors of Good and Evil expressly written out for us to deal with. We got our goals. Now how do we want to handle the ball?
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As an addition concerning Lycanthropy vs Curing: Given the canon cure is greater restoration (Because its a lot rarer in a low level setting to get and expensive), I think wolfsbane hits the right note. There are going to be werewolf griefers who will be out to infect ALL the people ALL the time and frankly? I don't want to get on to see how many times I get infected in a given day and then sit on wolfsbane plants hoping someone petted it in the last two hours for a cure only for This to be taken away as well. It actually is already hard to cure it unless you know someone you can plant pet and is around near midnight near one. I don't really think we need to add to the issue here.
I would love to see a Little tightening up of the code for infection as well if possible. Getting infected from range attacks or being in the vicinity is going to become a pressing issue with a good portion of the server trying out werewolf forms. I also think it wouldn't be an issue to put in wolfsbane plants as seeds again given then it gives infected individuals a Few more options A and B it also gives another point of conflict for lycanthropes to engage in if they do not wish to PvP. Just bump the DC to successfully manage one through the roof so its a long term hard commitment to make one and thus it will be rarer for that fact. Give it a masterly damask weapon DC and a bizillion crafting points.