Anything you actually LIKE about 4E?

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Anything you actually LIKE about 4E?

'ripvanwormer' wrote:
They are in 4e.

Yup. There's a compilation of of 4e monster stats [url=http://www.zipworld.com.au/~hong/dnd/Monsters%20&%20More%20(4th%20Edition).pdf]here[/url]; the elf is a "medium fey humanoid." A dwarf is a "medium natural humanoid," a balhannoth is a "large aberrant magical beast," a hook horror is a "large aberrant beast," a skeleton is a "medium natural animate (undead)," a boneclaw is a "large shadow animus (undead)," a shadar-kai is a "medium shadow humanoid," a black dragon is a "large natural magical beast (aquatic, dragon)," a devil is a "medium immortal humanoid (devil)," and a demon is a "medium elemental humanoid (demon)."

So we have the following "origins":
- Natural
- Fey
- Shadow
- Immortal
- Aberrant
- Elemental

The following types:
- Beast
- Magical beast
- Humanoid
- Animate
- Animus

And the following subtypes:
- Aquatic
- Cold
- Dragon
- Earth
- Goblin
- Undead
- Demon
- Devil

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Anything you actually LIKE about 4E?

'ripvanwormer' wrote:
A dwarf is a "medium archer humanoid,"

Whu?!

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Dwarf 4E

That should be "natural Humanoid"... I assume a typo! (The origninal document has it correct.) I find it bizzare that Kobolds get listed as "chaotic evil" but Demons and Devils are just "evil"...? It's nice to see they're including stats for sample NPC humans... I was suprised when I first got my (then brand-new) 3E Monster Manual and humans weren't given an entry!

420
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Anything you actually LIKE about 4E?

What I like about 4th edition is that they will no longer print 3rd edition so I won't have to buy any more books!

-420

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Anything you actually LIKE about 4E?

It seems like 4e is blurring the lines between D&D and Miniatures. You could see WotC trying to bring the two closer together by the end of 3.5e, but the description ripvanwormer just gave, it makes it seem particularly like stats for miniature figures. Ah, Wizards of the Coast, kings of expensive collectible crap.

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Anything you actually LIKE about 4E?

I've read over those stats already. One thing is that is does get rid of some of the issues involving different types of undead that clearly had different physiologies, but 3e treated them as all the same like Skeleton vs. Vampire vs. Wraith. And I didn't like the outsider vs. humanoid or humanoid vs. giant distinction.

I'm not really too impressed in how many monsters get distilled down to having a few special abilities. They need to elaborate more on what many of the monsters do outside of combat. Since those entries don't tell to much right now.

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Anything you actually LIKE about 4E?

Wouldn't they just stand around waiting for you to come and kill them...

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Anything you actually LIKE about 4E?

'Iavas' wrote:
It seems like 4e is blurring the lines between D&D and Miniatures. You could see WotC trying to bring the two closer together by the end of 3.5e, but the description ripvanwormer just gave, it makes it seem particularly like stats for miniature figures. Ah, Wizards of the Coast, kings of expensive collectible crap.

Hey, I actually like D&D Miniatures Smiling And things I like about D&D Miniatures 2.0 (4e like) - hm... Initiative... That's all. Everything other is worse. Wizards told us, that 2.0 miniatures will be more similar to 4e than 1.0 ever was to 3.5e... Another big lie. Just look at the critical hit's damage.

Back to the original question, what I do like on 4e so far? Feywild. Except from that, nothing so far. The list of things I do NOT like is extremely long (for example paladin's smite, which will heal an ally).

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Anything you actually LIKE about 4E?

Well, completely remaking the system so that it's "hey look Harry Potter and WOW fans- it's just like your favorite media!" is something I like.

Oh, wait. No, it's not.

I like SOME of the simplification. There are rules that are overly complex.

That said, I'm NOT a moron, and I DON'T need a game that assumes I'll need my hands held the whole time.

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Anything you actually LIKE about 4E?

I like how they decided to bring Fey more in line with mythology, and less like Disney, like they have in previous editions. Though I'm picky about certain individual changes to certain fey like Dryads (I still hate the new form). I'm alright with grouping elves and eladrin into fey (it seems that drow aren't fey though). And it makes it appropriate to make certain monsters who weren't fey before like Dark Stalkers, Dark Creepers, Fomorians into Fey.

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Anything you actually LIKE about 4E?

'Kobold Avenger' wrote:
(it seems that drow aren't fey though)

Actually, it seems, that drow aren't elves anymore, but they have the Fey subtype.

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Anything you actually LIKE about 4E?

'Ramses135' wrote:
'Kobold Avenger' wrote:
(it seems that drow aren't fey though)

Actually, it seems, that drow aren't elves anymore, but they have the Fey subtype.

So do elves.

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Anything you actually LIKE about 4E?

I was going by the DDM RPG stats of the Dungeons of Dread set. It's possible that there are mistakes and omissions on many of those cards, but they do seem to summarize most of the 4e stats of each monster. I found it strange that the drow were described as "medium natural humanoids" rather than "medium fey humanoids".

And I found it interesting that Lamia (is it because they really want the Yuan-Ti to have a monopoly on almost everything snakey?) are now completely something different as half-scarab swarms that are "medium fey humanoids (undead)".

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Anything you actually LIKE about 4E?

I'm probably one of the biggest detractors of 4e. There aren't many changes that I approve of to the new edition. But the one thing I could get behind is the changes to the Fey. I don't expect them to carry through well but at least the ideas I'm seeing so far are head and shoulders above previous editions. With the exception of the treeant dryads of course.

420
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Anything you actually LIKE about 4E?

WotC posted an excerpt from 4E Monster Manual.

Check it out: Devils of 4th Edition

-420

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Anything you actually LIKE about 4E?

Great, so Charm is now just like the video games. Yippee!

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Anything you actually LIKE about 4E?

(Very occasional poster)

It always seemed to me that alignment forced PS to shoehorn differences into the planes which really didn't exist, for example throwing Valhalla into some CG corner EXCEPT Loki, who obviously didn't fit in.

Well why not? Loki was intrinsic to the Valhalla fables and his lack of welcome was marginally related to his alignment. Odin didn't mind when he was using his "Chaotic Evil" to screw with the Giants. Examples of this exist in every pantheon.

A private peeve.

It will definately have a different feel by morphing the neighborhoods together, but I'm not dismissing it out of hand. The new partitions seem to make a sense, particularly the bit on Devils and Demons, Aberations and the Fey.

But perhaps that's novelty speaking.

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Anything you actually LIKE about 4E?

Well, Loki started out as Chaotic Neutral but got progressively more evil until he went too far and was banished and chained to a rock until Ragnarök.

Besides, they're not removing alignment completely in 4E, just dumbing it.

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Anything you actually LIKE about 4E?

I'm in the minority here, but here I go.

I love what they did with the Fey. I'm tired of Tinkerbell archtypes for the Sylvan races. Even Tinkerbell wasn't that good a girl. She was more then happy to off Wendy, who did nothing to here directly. Less goody goody, more Wild.

I'm reasonably happy with the condensing of the Shadow/Death/Negative dimensions. Why the duplications? This makes looking for souls one stop shopping instead of trying to figure out which Court of the Dead to go to.

I'm not too upset with the new proposals between Demons and Devils. Organized Chaos never made too much sense and the two were previously distinctions without a difference. Now their jobs are much different.

Not so sure about the gutting of the Astral or the morphing of the Ethereal. Was never too up on the Elemental planes anyway (strictly an outer planes fellow). But joinging them together. I don't have an opinion yet.

Of course, for me, Planescape wasn't about Outer Planes vs Inner planes, nor the Great Wheel. It was Factions and Sigil and the Lady and the Cant. Rubbing elbows with truly dreadful and horrifying creatures. Interacting with the truly mighty.

As long as travel is free and Sigil remains the Casablanca of the Planes; the fact that Asgard isn't geographically in the same place isn't particularly relevant.

I happen to like the Aberrant Plane. God's cast offs. The scraps of reality merged by magic in horrible ways. Reminds me of the Dungeon Dimensions in Pratchet.

420
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Anything you actually LIKE about 4E?

'Wretch' wrote:
I love what they did with the Fey. I'm tired of Tinkerbell archtypes for the Sylvan races. Even Tinkerbell wasn't that good a girl. She was more then happy to off Wendy, who did nothing to here directly. Less goody goody, more Wild.
While I agree with your view on fey, I think that the 3rd edition Monster Manuals and the online Fey Feature articles provided plenty of non-tinkerbell fey options.

'Wretch' wrote:
I'm reasonably happy with the condensing of the Shadow/Death/Negative dimensions. Why the duplications? This makes looking for souls one stop shopping instead of trying to figure out which Court of the Dead to go to.
I don't agree at all.

By 3rd edition standards, the Negative Energy Plane and the Plane of Shadow are completely different concepts. And neither of those planes have anything to do with where souls end up.

It may be a more efficient structure for the core 4E cosmology but it just doesn't fit Planescape and I find the overall idea a bit illogical.

-420

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Anything you actually LIKE about 4E?

'Dire Lemon' wrote:
Well, Loki started out as Chaotic Neutral but got progressively more evil until he went too far and was banished and chained to a rock until Ragnarök.

Besides, they're not removing alignment completely in 4E, just dumbing it.


Loki is one of the beings in my central focus. Is Loki a God or Frost Giant in 4e? He seems to be one of the central concerns for a lot of people in the western tradition, outside of Planescape, because a lot see him as representing a real devil. So your take on him being dumbed down seems right on the mark; not only for the game, but in the way I see the wheel of good and evil really working as a mixer of traditions and beliefs of real people.

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Anything you actually LIKE about 4E?

Quote:
While I agree with your view on fey, I think that the 3rd edition Monster Manuals and the online Fey Feature articles provided plenty of non-tinkerbell fey options.

I only dip into TSR products occasionally, and I'm sure there has been substantial progress. Most of my knowledge comes from 2nd ed and some small gleamings from 3rd. But even the Eladrin from Planescape was a bit too "fa la la la la la" for my tastes. The fey in Ars Magica, Beyond Countless Doorways, and Falkenstien were more interesting in that good and evil were pretty much ignored. Indifferent versus Anti-Human was more in keeping with the folklore.

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I don't agree at all.

By 3rd edition standards, the Negative Energy Plane and the Plane of Shadow are completely different concepts. And neither of those planes have anything to do with where souls end up.

It may be a more efficient structure for the core 4E cosmology but it just doesn't fit Planescape and I find the overall idea a bit illogical.

I never could justify the existence of a Positive and Negative Energy Plane. A MAGICAL Energy Plane? Hmm? Why not just write that off to the Astral (heck, everything ELSE is magic there)? As going there was pretty much out of the question, who cares except as a manicheistic statement?

I'm sure there were lots of fancy justifications between Shadow, Realms of Fear, etc. Why not collapse the bunch together? Everyone fears death to one extent or another, so the energy/atmosphere there is tinged with the billions who bring some of that with them.

Your Mileage May Vary...

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Anything you actually LIKE about 4E?

I don't really like having only worlds that are catered specifically for humans to explore. I completely destroys suspension of disbelief and lowers the enjoyability of the whole experience.

Your whole rational seems to be, "Well I didn't get it, so it sucks." I mean, with that thinking you may as well ask "Why did god create the sun? I'm never going to go there."

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Anything you actually LIKE about 4E?

Hmm. Name two worlds which were widely marketed by D&D which didn't have a human dominated theme? Of course it was possible to make them yourself...but what is the difference between that and 4e. Oh wait, humans AREN'T dominant in the 4e world. Planescape is pretty human dominated on it's face as well, which is to say that anything that almost anything that will kill a human will seriously put a crimp into a tiefling, a genasai, a bariur or a dwarf, unless one is going seriously odd, such as a baatezu or an elemental.

Allow me to be more clear: I find the existance the Energy Planes to be a glib explaination of where magic energy comes from. The fact that the designers saw it necessary to "flavor" the two is pretty irrelevant. One could as easily have invented the "magical energy plane." for the same results. Any number of equally effective mechanisms are available.

You may like it.

Unlike 420's critique of the melding of the two or three planes, there is a certain interconnectedness. But unlike the PEP and the NEP, the Shadow Realm is much more likely to be more then a trite mechanism for the game; being somewhere to go and adventure. Only in the strangest and most extreme circumstances would someone go to the former.

And now you'll tell me your players always vacation there. Puzzled

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Anything you actually LIKE about 4E?

Of course said extreme circumstances would most likely be very interesting.

I'm not sure where you get the idea that humans will be any less dominant than in every other generic fantasy game. Especially since now there is nowhere in the game that isn't suited to support human life.

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Anything you actually LIKE about 4E?

First you said this:

Quote:
I don't really like having only worlds that are catered specifically for humans to explore. I completely destroys suspension of disbelief and lowers the enjoyability of the whole experience.

Then you said this:

Quote:
I'm not sure where you get the idea that humans will be any less dominant than in every other generic fantasy game. Especially since now there is nowhere in the game that isn't suited to support human life.

So the issue seems to be yours. But to your question. According to the "Points of Light" article on WoTC, it says:

Quote:
But one of the new key conceits about the D&D world is simply this: Civilized folk live in small, isolated points of light scattered across a big, dark, dangerous world.

Most of the world is monster-haunted wilderness. The centers of civilization are few and far between, and the world isn’t carved up between nation-states that jealously enforce their borders. A few difficult and dangerous roads tenuously link neighboring cities together, but if you stray from them you quickly find yourself immersed in goblin-infested forests, haunted barrowfields, desolate hills and marshes, and monster-hunted badlands.

But let me ask you: How much time have you spent on the Plane of Fire, Water, or either of the Energy Planes? As a romantic notion or atmosphere, yes wonderful. As a short transition place, great. As a place one normally spends a lot of time without generous gifts from the GM which makes the atmosphere irrelevant anyway? Not so much...

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Anything you actually LIKE about 4E?

I'm not entirely sure what you're saying, but perhaps you misinterpreted the second of my quotes since it does seem open to misinterpretation. I didn't mean that the current version of the game has no worlds that are unsuited to human life, but that the one that is being hyped now does.

If that's not what you were talking about I have no idea.

I also don't understand why you think it's good that they're taking away something that other people liked just because you personally couldn't find a use for it.

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Anything you actually LIKE about 4E?

You made TWO assertions in your comments: one regarding human dominance in the local; the second regarding how everyplace is dandy for humans to visit (though I disagree on exactly how human friendly it is)

Thus I answered both. While I don't doubt you like the extreme stuff, as a DM, shoehorning in such a setting so it isn't an automatic character killer makes it background tone at best, something no more dangerous then a sea to cross/deal with at worst.

Look at the title of the thread. These are things I like. Telling me I'm wrong for liking or not liking some element of 4e or PS canon doesn't cut any ice, just as I'm NOT dinging you for not liking some of the conversions.

But the lovely thing, the absolutely awesome part is just as I'm free to do some mods to the system, excising the PEP and NEP if I so desire, so to are you free to chrome up the Elemental Chaos where the PC's have 2.3 seconds to put up that Cube of Force NOW NOW NOW or they get to start rolling PC's again...

As far as my preference for the Shadow Realm, it's my preference. It seems much more elegant. YMMV.

[b]NOTE: This post was temporarily sent to the Para Elemental Plane of Ice for additional cooling...

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Anything you actually LIKE about 4E?

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If necessary please review the bit in our Forum Rules about what to do when you realize you're trying to 'win' a discussion.
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Anything you actually LIKE about 4E?

As a bit of two cents, you don't actually need to visit said planes for them to be important for a campaign.

I remember one specific example which was an entire campaign dedicated to finding a way to seal a planar rift to the elemental plane of water before the spells containing it faded an the whole world got drowned. Could we breath there? No. But we didn't have to, because going there wasn't the issue.

Another time, we had to toss the still fighting but tied up body of a nearly immortal man into the negative energy plane to actually kill the bastard.

That, and elemental-planar fortresses for villains are pretty neat, for the exact reason that you don't like going there. If you want to get to the guy in his flying obsidian palace on the plane of fire, you have to find some means of fire protection first. Which, under the right circumstances, can be more than an epic equipment run and an adventure all in itself. Finding and raiding the tomb of the legendary pyrokineticist to get his staff of ultimate fire control to grant immunity to the party, for example.

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I absolutely agree, Berk. I'm not saying that all the dangerous planes are worthless, just that I didn't "like" the PEP or NEP. Seemed a half hearted rationalization. Thus the change in Cosmology in 4e doesn't "hit me where it hurts" with the contraction of of some of duties between the three into the Shadow Realm. 420 and Dire like it as it was.

It's odd that you mentioned the "throw the baddie in the NEP" because I could see that as one of it's few in game uses.

And as a launching point for quests and adding an element of uncertainty, sure, I see exactly what Lemming has to say. It keeps the players from skipping merrily into any odd portal which happens to open for them. How it should hinder this more then knowing that I could willy nilly put them into the Demonweb Pits, a Lich's Demi Plane, Bytopia (for evil dudes), or the Fated's Hall of Revenue Collection isn't exactly clear.

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Anything you actually LIKE about 4E?

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[...]I didn't "like" the PEP or NEP. Seemed a half hearted rationalization.

I'm not sure what you mean by this, so you may have to correct me on this. But, the way I understand it, the PEP and NEP weren't "rationalizations" for anything. Instead, the PEP was the plane of Life and the NEP was the plane of Death, in the same way that the Elemental Plane of Fire was the plane of Fire. Neither had anything to do with what happend to a soul after death (just like the souls of people who burned to death didn't end up on the PoFire).

The plane of Shadow was a demiplane when it was introduced in 2nd Ed, which basically meant that it was a neat place for PCs to end up while wandering through the Ether.

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Wow. I'm not sure why there exists such confusion on this issue. Since I am the person trying to communicate, it's my responsibility to edit until things are clear.

I stated things I liked, for example ShadowFell, which filled the role of 4+ planes. 420 disagreed in that he saw the roles as purely disparate. Fine. I disagree with him, but it's all good. In my explanation, I mentioned that the PEP and NEP did nothing for me; it was an inelegant "source" of magical power. Power needs to come from somewhere, Gygax made us these two places as explanations (or rationalizations). Even gave them good/evil flavors.

Dire Lemon seemed to take this as meaning I didn't understand the role of those planes, or that I rejoiced in their being cut because "I didn't get it". I would offer that "getting" and "liking" (though I used misleading terms) are two seperate things.

When I look at any element of any Plane/Game, whatever, I always look at it as a DM from the perspective of "does it evoke wonder" and "can I use this element in the game". The PEP and NEP does little enough for either. YMMV. The Elemental Plane of Fire is difficult to use without killing PCs, but does evoke such wonder. The City of Brass is quite the evokotive bit of fluff, for example, though the majority of the elemental planes (You are in a big puddle of water....You are still in a big puddle of water...Yep, big puddle goes FOR-EV-ER!)...needs some help to make it memorable except as a background concept. Dire Lemon likes these places and he isn't wrong...but I think he overlooks how difficult they are to use.

But just because the new Cosmology is different doesn't make it automatically suck.

Imagine for a moment that the Necromantic/Illusory energy which comes from the Fell is originally created by Soul Slurry, the dissipated life energies of the desceased being tapped into by the approprately flavor of Wizard/Warlock? Simple, elegant, evocative.

I'm amazed that there is so much conflict on my ability to appreciate ShadowFell, or so much conflict because I don't like aspects of PSCS.

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Anything you actually LIKE about 4E?

I, for one, am open to at least test out some of the new fluff changes in 4E and see how they feel like with me and my group. I plan on playing both 3E and 4E in the coming time, though so far I have not prioritized giving the new cosmos a go in a Planescape context.

Regardless, I recognize that a lot of hardworked design has gone into the 4E cosmology, so I'll read up on it when the books are out and see if there are any fluff parts that might benefit my Planescape games.

In any case, I know our group will at least be playing games of Planescape, Greyhawk, homebrews, etc, with 4E crunch and 3E crunch, and the same fluff we currently use for the settings (usually canon). On top of that, we'll experiment.

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Anything you actually LIKE about 4E?

'Wretch' wrote:
I stated things I liked, for example ShadowFell, which filled the role of 4+ planes. 420 disagreed in that he saw the roles as purely disparate. Fine. I disagree with him, but it's all good. In my explanation, I mentioned that the PEP and NEP did nothing for me; it was an inelegant "source" of magical power. Power needs to come from somewhere, Gygax made us these two places as explanations (or rationalizations). Even gave them good/evil flavors.

Dire Lemon seemed to take this as meaning I didn't understand the role of those planes, or that I rejoiced in their being cut because "I didn't get it". I would offer that "getting" and "liking" (though I used misleading terms) are two seperate things.

When I look at any element of any Plane/Game, whatever, I always look at it as a DM from the perspective of "does it evoke wonder" and "can I use this element in the game". The PEP and NEP does little enough for either. YMMV. The Elemental Plane of Fire is difficult to use without killing PCs, but does evoke such wonder. The City of Brass is quite the evokotive bit of fluff, for example, though the majority of the elemental planes (You are in a big puddle of water....You are still in a big puddle of water...Yep, big puddle goes FOR-EV-ER!)...needs some help to make it memorable except as a background concept. Dire Lemon likes these places and he isn't wrong...but I think he overlooks how difficult they are to use.

Ok, I got it now. And I rather agree with you: the many of the inner planes were difficult to use due to their sheer deadliness, and were underdeveloped as a result (As an aside, I found mongoose game's Classic Play, Book of the Planes, to have some very evocative fluff concerning the Inner Planes, energy planes included).

I agree with Berk, though: You don't necessarily have to be able to travel to a plane to make that plane useful to have around.

In the end this is really a case of Varying Milage, as you noted.

Quote:
But just because the new Cosmology is different doesn't make it automatically suck.

Instead I'll just note that I do not think this.

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Instead I'll just note that I do not think this.

Never attributed that to you, just an observation. Because of the mass of support and history of the PS background, pretty much anything new is going to fall flat. The obverse is to think it's keen because it's novel.

Losing things like the Plane of Ooze isn't exactly a major loss Eye-wink

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Anything you actually LIKE about 4E?

That said, a much larger issue then losing the Energy Planes or the morphing of the inner spheres into one mass is the loss of the multiple prime material planes.

Without the multiple pantheons, the changes will be much harder to integrate without a major retrofit.

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But let me ask you: How much time have you spent on the Plane of Fire, Water, or either of the Energy Planes? As a romantic notion or atmosphere, yes wonderful. As a short transition place, great. As a place one normally spends a lot of time without generous gifts from the GM which makes the atmosphere irrelevant anyway? Not so much...

I feel a strong need to speak up on behalf of the Inner Planes here, as a DM who's presently running his third PS campaign set almost entirely in an Inner Planar context (time spent in Sigil in current campaign: under five minutes) with minimal difficulty.

It is quite easy to deal with 'supremely hostile' environment types when you're running a high fantasy game, especially when you consider that, while perhaps 1% of any given Inner Plane is habitable without magical help (due mostly to someone else doing the magic first) that 1% of an infinitely large mass, and its the most interesting 1% too, since all the beings tend to be concentrated there.

Axing the inner planes does not please me, and replacing it with a newer, more all encompassing 'elemental chaos' means that the room to run purely elemental themes is going to be lost. You throw the Outer Planes and Inner Planes together into a fluff soup and you're going to get what the principal writers think is the most interesting, which means fiends, fiends, and more fiends. It's not that fiends aren't interesting, but there's going to be space lost at the margins. Essentially the Elemental Chaos isn't going to replace the Inner Planes, they're just going to be lost. That's typified of the changeover as a whole, change everything, lose 30 years worth of fluff, replace it with barely a scafholding of something new (the new settings are going to be contained in three very small books, it's not going to be a lot of detail for anything).

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Anything you actually LIKE about 4E?

A quick 2-cents: I do like the + and - energy planes. In fact, the PEP and it's odd type of danger (overload of healing energy) figured prominantly in my PS game, and was in fact one of the most memorable scenes (PCs having to self-inflict 2d6 damage every round, good times). That said, I am a bit disapoited in the loss and melding of so many planes, but, meh. Its not like my own campaign is going to be destroyed just because WOTC is coming up with a new cosmology.

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Anything you actually LIKE about 4E?

Wretch, where'd you hear PEP and NEP were sources of magical power. As for 4e fluff, it was interesting when it appeared in Exalted & Scion.

As for elemental planes being big voids of stuff - I'd point out our universe is a big puddle of Void. Also - that is often times untrue - there are many inhabitants of the elemental planes. Do you have the PS Inner Plane book.

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Anything you actually LIKE about 4E?

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I feel a strong need to speak up on behalf of the Inner Planes here, as a DM who's presently running his third PS campaign set almost entirely in an Inner Planar context (time spent in Sigil in current campaign: under five minutes) with minimal difficulty.

It is quite easy to deal with 'supremely hostile' environment types when you're running a high fantasy game, especially when you consider that, while perhaps 1% of any given Inner Plane is habitable without magical help (due mostly to someone else doing the magic first) that 1% of an infinitely large mass, and its the most interesting 1% too, since all the beings tend to be concentrated there.

Yes, and perhaps I wasn't particularly clear. Dire Lemon asserted that his Inner Planes needed to be lethal or he wasn't happy (and jump in if I am mischaracterizing you, Lemon). Because he feels the Multiverse shouldn't just be human centered, he wanted to see deadly places too.

My response wasn't to discredit that idea (how does one dismiss a preference?) but to observe that if one makes the Inner Planes useful, i.e. a place for characters to go and interact, one either goes to the 1%, which IS where the action is, or to load up on so many elemental gimcracks as to make the lethal nature almost irrelevant. Which to my mind kind of defeats the purpose of having it lethal in the first place.

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Axing the inner planes does not please me, and replacing it with a newer, more all encompassing 'elemental chaos' means that the room to run purely elemental themes is going to be lost. You throw the Outer Planes and Inner Planes together into a fluff soup and you're going to get what the principal writers think is the most interesting, which means fiends, fiends, and more fiends. It's not that fiends aren't interesting, but there's going to be space lost at the margins. Essentially the Elemental Chaos isn't going to replace the Inner Planes, they're just going to be lost. That's typified of the changeover as a whole, change everything, lose 30 years worth of fluff, replace it with barely a scafholding of something new (the new settings are going to be contained in three very small books, it's not going to be a lot of detail for anything).

Don't share your view, but that isn't surprising.

The "Outer Planes" are now the Astral Dominions. Totally differentiated is the Elemental Chaos, which is an entirely different Plane (the Inner Planes). If by "purely elemental" campaigns, you mean dealing with only one element, that's a DM function. If you want the players to only interact with water, I'm sure you can find a place which is purely water in the Infinite Chaos.

Except now, the elements have more room to interact, with borders instead of random portals. Or not. It's your game.

As far as the "fiends fiends fiends" thing...that's more of a function of the game. Most players are good or neutral...or if evil, their own personal evil. Fiends are easy whipping boys because most guys don't want to give an angel a wedgie...though that would be interesting in it's way. Not because they like angels, just that they don't want the Powers to come calling. There is little chance of that with fiends.

There is no Wheel anymore, but the ShadowFell and FeyWild are very similar to the Outlands, with the BeastLands and some Purgatory and Energy aspects thrown in. The Astral is the Outer Planes; the Elemental Chaos is the inner. Still stronly differentiated. But instead of radient planes and oozy planes or ash (ASH?) they are properties of the whole. Hate to say it, but Ash didn't need a full plane. YMMV.

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Anything you actually LIKE about 4E?

'sciborg2' wrote:
As for elemental planes being big voids of stuff - I'd point out our universe is a big puddle of Void. Also - that is often times untrue - there are many inhabitants of the elemental planes. Do you have the PS Inner Plane book.

I think dude just doesn't like the inner planes. Eye-wink

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Anything you actually LIKE about 4E?

Back in the day, when printing was first being tried, the printers ran into a problem. When they sewed a leather sleeve for the inker, it left a seam which left bare spots on the finished product.

So, to avoid constantly having to reink the the block twice, the printers took the skin from the pizzle of a bull, which was perfectly round and the proper size without the need to sew up one end. So, markless printing.

Thus, with that kind of ingenutity, it comes as no surprise that PCs and DM find SOME use for the Energy Planes. It does not speak to their (from a gaming standpoint) inherent usefullness. And I almost spit on my keyboard when I thought about PCs hacking themselves to bits to keep from exploding. Did my heart good.

My thoughts on them as powering magic might be a holdover from 1st edition days. Removing that aspect just makes it more useless...IMO.

Archdukechocula,

Well, when it come to the Planes of Energy, Ash, Radience, Lightning, Ooze, Those Bits of Gum Under a Desk, Dryer Lint, Smoke, Ganja Smoke, Hickory Smoke, Diaper Wipes etc, then No, I don't like those planes per se.

The Big Four have a use. And I always like the Ethereal more then the Astral...because it interacted with the PMP and other interesting locations. But games are about stories...which means about people. And while how people face big scary Cosmic Forces is A story...it gets repetitive if done over and over again. Particularly if it isn't intelligent. Now a CONFLICT of Cosmic Forces with people in the middle...(salivates profusely)

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Do you have the PS Inner Plane book.

No. And I'm wondering if it's worth the $5. Attempting to make the Plane of Dryer Lint interesting isn't necessarily a good use of my money. But I DID buy the Ethereal Handbook. I'll probably plunk down for the Astral Guide as well.

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Anything you actually LIKE about 4E?

'Wretch' wrote:

I almost spit on my keyboard when I thought about PCs hacking themselves to bits to keep from exploding. Did my heart good.

Oh no, loss of limbs would be no good, the PCs had to figure a way to do said damage, every round, without loosing pieces, for several hours. On a plane with no gravity, there was quite the cloud of blood. Which, incidently, stayed alive outside the body and therefore did not clot.

So, in response to your criticism of the inner planes, overall, I would have to respond by sort-of-agreeing-but-major-counterpoint. As with any setting, it is what you make of it. Heavens and Hells might be the more iconic types of alternate-realities, but I relish the prospect of being creative with odd settings. That is what makes Planescape so attactive. Based in Sigil, the PCs in the (2e) campaign I've been running a few years now have been to [edit: I was going to list, but my geekdom has limits :roll: ]

Anyway, the other point I want to make is this: a cosmology is way of envisioning the connections between alternate planes of existance and just that. The Great Ring/Prime/Inner cosmology is works because planewalkers can use the map, as it were. It is no more or less right than the World-Ash, Mount Olympus, or any other way of looking at things, including the upcoming 4e.

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I agree. For example, I am reminded of that Castle in "Trumps of Doom" by Zelazny, where the Wizards Castle sat athwart (never thought I'd use that word) a place where 4 elemental planes conjoined. Huge power sink!

One can easily imagine something similar in either cosmology.

But I'm sure that there exists a DM who could absolutely make the Inner Planes sing. I am not that DM.

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No. And I'm wondering if it's worth the $5.

Well, its hard to take your critique of the Inner Planes seriously when you don't have the definitive source on them. You continue to dismiss them as planes of "dry lint", but this is really a poor comparison. There is a lot of potential for the quasi- and para- planes discussed in that book, in fact I'd personally rate it as one of the best D&D books for tackling such a topic.

I don't see anything worth paying for in 4e's cosmology but I'll have to reserve final judgement until Dec. when the 4e MotP comes out. Then again I have the Exalted source book so I already have the primoridal vs god thing covered...

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The term was "dryER lint" and when compared to Ash, Smoke, Salt, and Ooze, I can't say that I'm particularly too tounge in cheek. Ooze?

I DO have a definitive source. It is the PSCS. And it tells me more then I want to know about Planes whose most distinguishing feature is a named mephit and an additional spell I need in which to visit.

But if you like swimming through Ash, more power to you. I suppose, however, that you prefer to visit the various citidels of factions on these planes, which is where the real action is. And those can be placed anywhere, not just next to a chunk of Negative Energy or an Ash heap.

YMMV.

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Anything you actually LIKE about 4E?

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I DO have a definitive source. It is the PSCS. And it tells me more then I want to know about Planes whose most distinguishing feature is a named mephit and an additional spell I need in which to visit.

The Guide to the inner planes is definitely a better source than the PSCS, but ultimately, it's up to the DM to make place interesting, and there are no shortage of ways to do that with any plane.

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And it tells me more then I want to know about Planes whose most distinguishing feature is a named mephit and an additional spell I need in which to visit.

So you're saying that your opinion based on limited information allows you to make a conclusion when more information is available?

Also if you don't like infinities of a single element explain how a mush of elements is automatically better?

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