Talk:100 Far Realm Occurrences (3.5e Other)

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Ratings[edit]

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Fascinating.


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Edit Notes

Placing edit notes here whenever I make semi-major changes to peoples stuff. First up....

Tweaked wording on your entries Spaz. The first, because it had a feedback issue where you'd soon be making an expodentially infinite number of attacks as the battle dragged on. I stopped that by adding a duration and limiting it to blood-letting attacks. And second, because that was just crazy and didn't make much sense. Actually if I was reading it right, for every die in the round, which could range from 1 to lots of rolls, there was 1d4 re-encounters with a creature which probably has nothing to do with the DM's plot. For their sanity I kept the idea, but changed it more into a "you're cursed with a reverent" concept.

That is all. -- Eiji-kun 23:08, 24 May 2011 (UTC)

Might I suggest that you only rolle on this table every 1d12 hours or every time you have shifted more than 3d4 layers, every 1d4 rounds would make a trip to the far
realm kill any campaign. Born to Be Wild 06:05, 25 May 2011 (UTC)
Did I put 1d4 rounds? Good god, I think I was thinking this only applies during far realm storms or something. Since I can't remember the original intent, let's go with what you said. Fix'd. -- Eiji-kun 06:10, 25 May 2011 (UTC)

25 to go and we are up and running[edit]

Got a few ideas more but have to run for now, but this is soon finished :) Are my ideas along your concept Born to Be Wild 10:18, 25 May 2011 (UTC)

By and large, I've made edits to a few, but most of its just typo fixing, I try to keep the base concept whenever I need to change the mechanics of it.
Not much more now. -- Eiji-kun 10:36, 25 May 2011 (UTC)
Topped it off for ya. Hope you have enjoyed my contributions, but I understand if you don't.--Change=Chaos. Period. SC 16:37, 25 May 2011 (UTC)
Tightened mechanics one one while keeping the same concept, but I couldn't save the other, too complicated. I used the title as inspiration for The Rave though. Anyway, with that, that's a wrap! -- Eiji-kun 17:30, 25 May 2011 (UTC)

The Far Realm Does Not Work That Way![edit]

The Far Realm does not have a 'floor' which is a prerequisite for many of these events to make sense. Furthermore, all of them are far too sensible for the Far Realm; as I've read from somebody who knows a lot about planar mechanics, saying 'The Far Realm is outside reality' is like saying 'The Andromeda Nebula isn't on the same street as my house.' Not only is it an understatement, but it utterly fails to communicate the scale of what is being discussed. The Far Realm that can be talked about is not the Far Realm. I'd go on, but I want to give all of you a chance to get a word in edgewise. 24.212.238.12 17:01, 13 December 2014 (UTC)

Oh my this is an old article, I forgot about it. It's mostly just for fun, so I wouldn't take it too seriously, but I'll answer. The Far Realm is a crazy place and you are correct, half the time it doesn't have a floor. Or a concept of a floor. And the definition of a floor is actually the bones of a boneless fish. The article is mostly for determining the properties of the semi-stable areas in the Far Realm where PCs may possibly adventure (not that I recommend being a PC in the Far Realm). Semi-stable because those things tend to become unstable at any moment.
The point I'm getting at is at whole, the Far Realm is a place which is non-functional as a plane for D&D to take place on. On a local scale, you could conceivably have a (brief and dangerous) adventure there, and that's the place I wanted to address... unless I am misunderstanding the cause of argument here. -- Eiji-kun (talk) 18:10, 13 December 2014 (UTC)
24.212, Who are you to say what the far realm can and cannot do, you planeist pig? Gosh, check your plane privilege, shitlord. --Fluffykittens (talk) 21:27, 13 December 2014 (UTC)
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