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** Likewise, part of the whole plot isn't just that Luskans are accusing the PC. It's that there's a witness from the massacre claiming as such, a citizen of Ember, given that the massacre happened with Lorne under an illusion that made him appear to be the PC. Even if the setting is known to have illusion magic, this offers just enough to the claims to make it a messy battle, because it's not just proving Luskan a liar about the PC. It's about proving that the PC didn't do it - and, if they didn't, who actually did.
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** It's also worth remembering the PC is almost as much a foreigner as the Luskans, being a backwater hick with wild stories. Some people know better, sure, but Neverwinter's still largely unfamiliar with the PC. Just because the Luskans have obviously ulterior motives doesn't mean the PC's innocent in the eyes of strangers.
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* The witness at the Ember massacre says she only saw you there, not your party members, and that only humans were with you. Why can't you just ask Elanee, Grobnar, Khelgar and/or Neeshka for an alibi? They obviously weren't there at the time, so if you were with them, you couldn't have been either. If you side with the Shadow Thieves, one of them will come in to claim you were with him the whole time, but the people who were ''actually'' with you can't do the same. What's the deal?
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*** That second theory actually makes a good amount of sense. The Time of Troubles came about due to the gods outright neglecting their duties and ignoring the mortal's prayers enough that Ao, who usually doesn't give a crap about mortal affairs, stepped in and kicked the deities into mortality for awhile. If even the Good Gods needed punishment like that, it's not outside the realm of possibility they'd ALL prefer having the wall around to lessen their workload of making worship of them a good idea.
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*** The idea that the Wall no longer exists in 4th edition is a common misconception. More accurately, it's simply not mentioned in the single paragraph about the Fugue Plane, which more or less explains that Kelemvor hangs out there and he sorts the dead. It doesn't say what happens to any of them, it doesn't say the Wall was removed, and it doesn't say he doesn't imprison Faithless there still. It's just another example of the bare bones nature of the 4th edition version of ''ForgottenRealms''. Saying that the Wall doesn't exist is like saying the Celestial Bureaucracy of Kara-Tur doesn't exist anymore - that may be true, but we have no way of telling since the subject is simply never approached.

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*** The idea that the Wall no longer exists in 4th edition is a common misconception. More accurately, it's simply not mentioned in the single paragraph about the Fugue Plane, which more or less explains that Kelemvor hangs out there and he sorts the dead. It doesn't say what happens to any of them, it doesn't say the Wall was removed, and it doesn't say he doesn't imprison Faithless there still. It's just another example of the bare bones nature of the 4th edition version of ''ForgottenRealms''.''TabletopGame/ForgottenRealms''. Saying that the Wall doesn't exist is like saying the Celestial Bureaucracy of Kara-Tur doesn't exist anymore - that may be true, but we have no way of telling since the subject is simply never approached.



* Add up everyone you kill in Neverwinter and subtract it from the population set in the ForgottenRealms books. You just killed a sizable chunk of it.

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* Add up everyone you kill in Neverwinter and subtract it from the population set in the ForgottenRealms Literature/ForgottenRealms books. You just killed a sizable chunk of it.
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*** The only way it makes sense is if Deekin went the bard route in Hordes, or, if Hordes actually takes place AFTER {{NWN2}}, durring Mask of the Betrayer. (I think I'm wrong about that, but I don't want to dig to find out.)

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*** The only way it makes sense is if Deekin went the bard route in Hordes, or, if Hordes actually takes place AFTER {{NWN2}}, durring [=NWN2=], during Mask of the Betrayer. (I think I'm wrong about that, but I don't want to dig to find out.)



*** That's likely the truth. Most fluff writers for FR and a hell of a lot of DMs, those who were playing AD&D especially, tend to treat Raise Dead as little more than Magical CPR (the older ones probably throw in Princess Bride jokes). And True Resurrection is also generally treated as something that won't work if the body is too fucked (that's Wish material). Even the 3rd edition FRCS core book is generally accused of treating the game as "3rd edition AD&D" (which D&D 3 and 4 is very far removed from) in terms of disconnect from the modern core rules.

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*** That's likely the truth. Most fluff writers for FR and a hell of a lot of DMs, [=DMs=], those who were playing AD&D especially, tend to treat Raise Dead as little more than Magical CPR (the older ones probably throw in Princess Bride jokes). And True Resurrection is also generally treated as something that won't work if the body is too fucked (that's Wish material). Even the 3rd edition FRCS core book is generally accused of treating the game as "3rd edition AD&D" (which D&D 3 and 4 is very far removed from) in terms of disconnect from the modern core rules.
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* Khelgar's quest to become a monk never really made much sense to me. And I'm not even talking about how much worse monks are than fighters mechanically. Part of the quest involves retrieving the Hammer of Ironfist, a powerful artifact that as a monk ''he is not proficient in.'' The game marks it as a generic weapon rather than a hammer so he can still wield it as a monk, but there's no reason why he would, because it renders all his unarmed combat abilities useless. And it's tied to Khelgar specifically so no other character can use it. The whole thing just seems poorly thought-out to me.

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<<|ItJustBugsMe|>>

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** Three words: Main/WomenInRefrigerators.

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** Three words: Main/WomenInRefrigerators.Website/WomenInRefrigerators.
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*** [[{{Planescape}} +1]].

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*** [[{{Planescape}} [[TabletopGame/{{Planescape}} +1]].
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* Myrkul mentions that the spirit eater curse also gave him a form of immortality by abusing GodsNeedPrayerBadly. The problem here is that this was not the case until after the time of troubles, many years after the rebellion, not to mention Myrkul's death. On the other hand, BaldursGate forgot about this too.

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* Myrkul mentions that the spirit eater curse also gave him a form of immortality by abusing GodsNeedPrayerBadly. The problem here is that this was not the case until after the time of troubles, many years after the rebellion, not to mention Myrkul's death. On the other hand, BaldursGate ''VideoGame/BaldursGate'' forgot about this too.
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*** Which is extremely ironic (Myrkul would be in stitches), considering the actual, stated authors' reason for why they didn't allow the player to go ahead and fuck up the Wall was that... they figured WotC would never agree to let them do that on account of StatusQuoIsGod, and thus nixed the idea from the get go rather than gamble on developing the game in that direction only to be cock-blocked by the license holders 3 days from release.

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*** Which is extremely ironic (Myrkul would be in stitches), considering the actual, stated authors' reason for why they didn't allow the player to go ahead and fuck up the Wall was that... they figured WotC [=WotC=] would never agree to let them do that on account of StatusQuoIsGod, and thus nixed the idea from the get go rather than gamble on developing the game in that direction only to be cock-blocked by the license holders 3 days from release.
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** It gets worse. According to this game Wall was never really InherentInTheSystem. It was Myrkul's invention, and Jergal did just fine without it. That suggests either Kelemvor hasn't thought of an alternative, or the other gods, even the "good" ones, ''like'' the idea and are making him keep it.
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**** Only Raise Dead requires an intact corpse. Resurrection can work with any part of the body, and for True Resurrection, you just need to know enough about the deceased to identify them unambiguously. There's nothing stopping you from chopping off one of your dead friend's fingers and carrying it around until you find a 13th-level cleric, if you're that desperate.
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** It's worth noting that trials by combat were only abolished in the UK in ''1819,'' after everyone was reminded that it was still a thing by someone requesting it the previous year. In that case, the murder suspect was released after his accuser decided he didn't want to fight. It's unfair, yes, but it has real-world precedents.
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*** Do you actually need a corpse to resurrect someone? Is it possible to bring someone back to life whose body has been, say... blown to pieces? Or someone who was dead for so long that his body turned to dust?

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*** I think the leadership of the city of Neverwinter is quite underestimated. Nasher is said to be a retired adventurer in both games, and has spent a considerable amount of time in the underdark, so hie has to be somewhere between level 20 and 30 as well. Thats the least I expect from a supposedly great retired adventurer. Accordingly Sir Nevalle as his right hand man has to be around level 20 as well.



** I think the leadership of the city of Neverwinter is quite underestimated. Nasher is said to be a retired adventurer in both games, and has spent a considerable amount of time in the underdark, so hie has to be somewhere between level 20 and 30 as well. Thats the least I expect from a supposedly great retired adventurer. Accordingly Sir Nevalle as his right hand man has to be around level 20 as well.
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** I think the leadership of the city of Neverwinter is quite underestimated. Nasher is said to be a retired adventurer in both games, and has spent a considerable amount of time in the underdark, so hie has to be somewhere between level 20 and 30 as well. Thats the least I expect from a supposedly great retired adventurer. Accordingly Sir Nevalle as his right hand man has to be around level 20 as well.
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** There's only a chronological issue if you don't alter your elf character's age from the default. Sure, the ''Player's Handbook'' states that elves' default age is 120 or so, but the Forgotten Realms novels have been ignoring that forever -- most of ''TheLegendOfDrizzt'' takes place with the title character in his forties. Elves seem to be physically mature around the same time humans are, but ''other elves'' don't treat them as adults until they've passed their first century.

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** There's only a chronological issue if you don't alter your elf character's age from the default. Sure, the ''Player's Handbook'' states that elves' default age is 120 or so, but the Forgotten Realms novels have been ignoring that forever -- most of ''TheLegendOfDrizzt'' ''Literature/TheLegendOfDrizzt'' takes place with the title character in his forties. Elves seem to be physically mature around the same time humans are, but ''other elves'' don't treat them as adults until they've passed their first century.
Willbyr MOD

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*** I would have to agree that the game does force you toward the two extremes. The alignment points assigned to certain choices are very often disagreeable. This troper found that when you reach the fork in Neverwinter, choosing between Town Watch and Shadow Thieves, is when you start really getting pushed into the Lawful Good or Chaotic Evil alignments. Playing as a Chaotic Good, you absolutely can't join the Town Watch since you're chaotic, despite being good, and you can't do good while rolling with the Shadow Thieves (I expected to be able to do things like tipping off your would-be-victims, or handing over important information to the town watch to foil the Shadow Thieves plans, assuming your character is more good than chaotic). Similarly, pulling off a Lawful Evil in spirit is equally difficult; most of the lawful choices don't actually express the lawfulness of "lawful evil", as I felt the game saw "lawful" only in its most literal form. Also, for some reason, purging the Town Watch was considered "chaotic". So unfortunately, your would-be [[{{Warhammer40000}} SPESS MAHREEN]] / LawfulAnal Paladin would have some serious alignment compatibility issues when he shouldn't, resulting in an unforgivable shortage of [[Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG "GOOD FOR THE GOOD GOD"]] battle cries. So at the very least, there wasn't a very comprehensive understanding of alignment in the choices you could make.

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*** I would have to agree that the game does force you toward the two extremes. The alignment points assigned to certain choices are very often disagreeable. This troper found that when you reach the fork in Neverwinter, choosing between Town Watch and Shadow Thieves, is when you start really getting pushed into the Lawful Good or Chaotic Evil alignments. Playing as a Chaotic Good, you absolutely can't join the Town Watch since you're chaotic, despite being good, and you can't do good while rolling with the Shadow Thieves (I expected to be able to do things like tipping off your would-be-victims, or handing over important information to the town watch to foil the Shadow Thieves plans, assuming your character is more good than chaotic). Similarly, pulling off a Lawful Evil in spirit is equally difficult; most of the lawful choices don't actually express the lawfulness of "lawful evil", as I felt the game saw "lawful" only in its most literal form. Also, for some reason, purging the Town Watch was considered "chaotic". So unfortunately, your would-be [[{{Warhammer40000}} [[TabletopGame/{{Warhammer 40000}} SPESS MAHREEN]] / LawfulAnal Paladin would have some serious alignment compatibility issues when he shouldn't, resulting in an unforgivable shortage of [[Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG "GOOD FOR THE GOOD GOD"]] battle cries. So at the very least, there wasn't a very comprehensive understanding of alignment in the choices you could make.
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** But... but... * snap* [[TabletopGame//DungeonsAndDragons DUNGEONS AND DRAGONS]]! FIFTY POUNDS OF RULEBOOKS! NOT FINAL FANTASY! DEATH HAPPENS! AND THEN IT UNHAPPENS! EXPEND ONE FIFTH-LEVEL SPELL SLOT AND CALL ME IN THE MORNING! THIS CAN'T BE HAPPENING! I NEED ''+5 VORPAL SCISSORS''! 1d6!

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** But... but... * snap* [[TabletopGame//DungeonsAndDragons [[TabletopGame/DungeonsAndDragons DUNGEONS AND DRAGONS]]! FIFTY POUNDS OF RULEBOOKS! NOT FINAL FANTASY! DEATH HAPPENS! AND THEN IT UNHAPPENS! EXPEND ONE FIFTH-LEVEL SPELL SLOT AND CALL ME IN THE MORNING! THIS CAN'T BE HAPPENING! I NEED ''+5 VORPAL SCISSORS''! 1d6!
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** But... but... * snap* [[Main/DungeonsAndDragons DUNGEONS AND DRAGONS]]! FIFTY POUNDS OF RULEBOOKS! NOT FINAL FANTASY! DEATH HAPPENS! AND THEN IT UNHAPPENS! EXPEND ONE FIFTH-LEVEL SPELL SLOT AND CALL ME IN THE MORNING! THIS CAN'T BE HAPPENING! I NEED ''+5 VORPAL SCISSORS''! 1d6!

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** But... but... * snap* [[Main/DungeonsAndDragons [[TabletopGame//DungeonsAndDragons DUNGEONS AND DRAGONS]]! FIFTY POUNDS OF RULEBOOKS! NOT FINAL FANTASY! DEATH HAPPENS! AND THEN IT UNHAPPENS! EXPEND ONE FIFTH-LEVEL SPELL SLOT AND CALL ME IN THE MORNING! THIS CAN'T BE HAPPENING! I NEED ''+5 VORPAL SCISSORS''! 1d6!



* As in most ''DungeonsAndDragons'' [=CRPGs=] there's a bit of a chronological issue if the Knight-Captain is any race besides [[HumansAreAverage human]], [[{{Hobbits}} halfling]], [[HalfHumanHybrid half-elf, half-orc, or planetouched]]. If you're any other race then you'd logically be too old for the story to make sense. The time factor is figured out mostly through the age of other characters, such as Shandra Jerro, who's implied to be about the same age and whose grandfather was present at your birth (sort of).

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* As in most ''DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'' [=CRPGs=] there's a bit of a chronological issue if the Knight-Captain is any race besides [[HumansAreAverage human]], [[{{Hobbits}} halfling]], [[HalfHumanHybrid half-elf, half-orc, or planetouched]]. If you're any other race then you'd logically be too old for the story to make sense. The time factor is figured out mostly through the age of other characters, such as Shandra Jerro, who's implied to be about the same age and whose grandfather was present at your birth (sort of).
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**** A bucket of dirty water and loads of rules lawyering.
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**** Ahtar clerics, as most of Planescape's fluff, is definitely 2e, and Rangers gaining their powers from worship is definitely a 3e FR addition. Even druids, since the manuals couldn't make their mind whether they were treehugger clerics of no god in particular or celtic specialty priests (their powers tended to go for the former)
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*** That's likely the truth. Most fluff writers for FR and a hell of a lot of DMs, those who were playing AD&D especially, tend to treat Raise Dead as little more than Magical CPR (the older ones probably throw in Princess Bride jokes). And True Resurrection is also generally treated as something that won't work if the body is too fucked (that's Wish material). Even the 3rd edition FRCS core book is generally accused of treating the game as "3rd edition AD&D" (which D&D 3 and 4 is very far removed from) in terms of disconnect from the modern core rules.
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** The problem is that the Spirit Eater's host's soul has been replaced by the soul of Akachi. For all intents and practical purposes, the soul of the host is filling the void Akachi's soul leaves in the wall.
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* The souls of the Sprit Eater hosts are transported to the wall once they’re cursed. What if said hosts are faithful, can’t Kelemvor just say: ”The dead god’s curse conflicts with my current laws in my domain. Janitor, please remove that soul.”?
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* Why did Nefris and Lienna need to go to the Coven? The advice the Coven gives them basically boils down to "go talk to Myrkul". Um yeah, it didn't occur to them to go to the guy who created the spirit-eater curse? Also, after receiving their advice, Nefris proclaims that "it can be done". "It" being the ability to talk to a dead god, which presumably would take a lot of time doing research and amassing enough power. What, did Nefris just spend all this time and energy for the lulz and shove all that knowledge and power in her desk drawer in her tower in Thayamont until the coven told her to get off her ass and ''do'' something with it?


*** I would have to agree that the game does force you toward the two extremes. The alignment points assigned to certain choices are very often disagreeable. This troper found that when you reach the fork in Neverwinter, choosing between Town Watch and Shadow Thieves, is when you start really getting pushed into the Lawful Good or Chaotic Evil alignments. Playing as a Chaotic Good, you absolutely can't join the Town Watch since you're chaotic, despite being good, and you can't do good while rolling with the Shadow Thieves (I expected to be able to do things like tipping off your would-be-victims, or handing over important information to the town watch to foil the Shadow Thieves plans, assuming your character is more good than chaotic). Similarly, pulling off a Lawful Evil in spirit is equally difficult; most of the lawful choices don't actually express the lawfulness of "lawful evil", as I felt the game saw "lawful" only in its most literal form. Also, for some reason, purging the Town Watch was considered "chaotic". So unfortunately, your would-be [[{{Warhammer40000}} SPESS MAHREEN]] / LawfulAnal Paladin would have some serious alignment compatibility issues when he shouldn't, resulting in an unforgivable shortage of [[{{ThingsMrWelchIsNoLongerAllowedToDoInAnRPG}} "GOOD FOR THE GOOD GOD"]] battle cries. So at the very least, there wasn't a very comprehensive understanding of alignment in the choices you could make.

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*** I would have to agree that the game does force you toward the two extremes. The alignment points assigned to certain choices are very often disagreeable. This troper found that when you reach the fork in Neverwinter, choosing between Town Watch and Shadow Thieves, is when you start really getting pushed into the Lawful Good or Chaotic Evil alignments. Playing as a Chaotic Good, you absolutely can't join the Town Watch since you're chaotic, despite being good, and you can't do good while rolling with the Shadow Thieves (I expected to be able to do things like tipping off your would-be-victims, or handing over important information to the town watch to foil the Shadow Thieves plans, assuming your character is more good than chaotic). Similarly, pulling off a Lawful Evil in spirit is equally difficult; most of the lawful choices don't actually express the lawfulness of "lawful evil", as I felt the game saw "lawful" only in its most literal form. Also, for some reason, purging the Town Watch was considered "chaotic". So unfortunately, your would-be [[{{Warhammer40000}} SPESS MAHREEN]] / LawfulAnal Paladin would have some serious alignment compatibility issues when he shouldn't, resulting in an unforgivable shortage of [[{{ThingsMrWelchIsNoLongerAllowedToDoInAnRPG}} [[Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG "GOOD FOR THE GOOD GOD"]] battle cries. So at the very least, there wasn't a very comprehensive understanding of alignment in the choices you could make.
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*** Not all "residents" in the wall are innocents. The are many evil spellcasers who refuse worshipping gods. Ur-priests, many red wizards (who think worship is weak) and evil necromancers (especially those who tries to achieve lichdom and supposedly live forever) are prominent examples. But yeah, achieving oblivion in the most painful way possible simply for their belief is horrifying. What if they have a good reason to refuse the gods (like many RealLife atheists and NayTheists)?

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