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 Last Call for 4e Forever Issue 2

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frothsof
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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 12:59 pm

Got it, can't wait to check it out

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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 1:41 pm

Chris has me pretty enthused to see this issue.

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One suspects Lugh Long-hand Samildánach (a wright/carpenter, a sailor, a smith/bronze craftsman, a healer, a champion, a harpist, a poet/historian, a sorcerer, cupbearer) would agree.
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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 1:47 pm

I like to do the formatting like 1e but i might make an exception for this. Ill see if its jarring. Just an update on timelines...im still waiting on quite a bit of material, but we will be laying it out as we get it.

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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 2:12 pm

Chris24601 wrote:



a wand-based simple arcane bard (i.e. the opposite direction of the war skald),

Sounds good so far... But this... I just thought of the Legend of Zelda Wind Waker.

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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 2:16 pm

I can tell yall in no uncertain terms that Chris' article is a mind blower. There is enough crunch here to last for years of play. Very very creative twists on dozens of classes.

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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 2:43 pm

Thank you for the high praise. I'll be looking forward to hearing what everyone thinks of all the options and which things they like best.

As to formatting, do whatever works best for your zine. Keeping the formatting consistent is a huge factor in how professional the end product looks, which is why I sent an unformatted version with the pictures separate along with the formatted one.

I'd say stick to the Old School look for your zine and, if you think people would really like the one formatted the way I did it, release that as a separate piece after 4E Forever #2 goes live. In fact, if you are waiting a bit for other people to complete their submissions, I'll see if I can't adjust some of my artwork to look a bit more 'old-school'.

For that matter, if you don't mind my asking, what specific font(s), point sizes and layout elements do you use for 4E Forever? Knowing your column width/heights and such will help me to create artwork that fits the proportions of your e-zine.
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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 3:23 pm

The fonts are Quentin Caps and LTC Twentieth Century Regular. The wife is going to help me with the layout this time so I am not sure of the other points, only that it will be formatted 'vertically' and not in the landscape style like 4e Dragon and Dungeon were. Note I still will be using the 4e templates for powers etc.

As far as the art goes, I kind of like it but if you want to make changes you are of course more than welcome. I have many old school public domain images of knights etc that I could also use at some points.

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Last edited by frothsof on Mon Apr 28, 2014 3:29 pm; edited 1 time in total
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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 3:25 pm

Incidentally, if folks ever want a good starting spot for finding TSR fonts check this page

TSR FONTS

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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 4:24 pm

Well, I didn't want to have to say this but it seams I must...

I've realized I'm not going to finish the Water Elementals Article in Time due to yet another thing coming up. But this time it is helping my Parents deal with one or more animal intruders in their attic. we are still not sure what it is exactly, as we have just gotten the way to the Attic cleared away(It is in the Ceiling of their Closet.) and Dad looked up there and couldn't see anything yet. So we are calling someone to deal with it tomorrow.

So, my plan is to finish up the Elementals Articles and release at least 2 of them in 4EF Issue #3. Again, Sorry for this. However, I don't think I want to rush something out that will be mediocre or worse.

GF

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PostSubject: Re: Last Call for 4e Forever Issue 2   Mon Apr 28, 2014 4:39 pm

Hey no problem at all

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PostSubject: Re: Last Call for 4e Forever Issue 2   Wed Apr 30, 2014 3:46 pm

Well, my development work for the follow-up article is proceeding well.

I've got the mechanics entirely complete (just need to be typed up and hammer out flavor text) for;
-the Guardian Warden: a simple warden build
-the Tactician: a simple lazylord/princess build

I've got frameworks (i.e. I know which features are granted when, but still need to fill in all the options for those features) for;
-the Wildshaper Druid: a simple primal controller, right now mixing a primal strike and extra wildshape features.
-the Priest: a simple laser cleric with a focus on domains.
-the Prophet: a simple invoker with a covenant specific 'divine strike' and improved channel divinity.

Priorities for development after those are the simple Avenger build and the Beguiler (a simple arcane bard build) followed by a simple version of the monk.
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PostSubject: Re: Last Call for 4e Forever Issue 2   Thu May 01, 2014 11:53 am

Chris sounds like you made enough content... would be rather cool if you published part files for your stuff.

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One suspects Lugh Long-hand Samildánach (a wright/carpenter, a sailor, a smith/bronze craftsman, a healer, a champion, a harpist, a poet/historian, a sorcerer, cupbearer) would agree.
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PostSubject: Re: Last Call for 4e Forever Issue 2   Thu May 01, 2014 2:05 pm

I'll be working on it, though some of the coding is going to be a bit tricky (the hedge mage for example gets to pick X options for their 'Arcane Strike' power, but those choices are limited by which schools you've taken... so I have to nest the options with conditional triggers, doable, but I've got to look at some of the examples of HOW other classes have done somewhat similar things to work the math) so don't expect it soonish.
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