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5e Planescape
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<blockquote data-quote="Sword of Spirit" data-source="post: 7075842" data-attributes="member: 6677017"><p>Planescape: Torment was awesome. I've played it all the way through twice (which I don't do with games).</p><p></p><p>As far as some of the comments about the setting go, it is important to make a distinction between D&D <em>planar</em> and <em>Planescape</em>.</p><p></p><p>The D&D multiverse, including the 17 Outer Planes, 18 or so Inner Planes, etc, predates the Planescape campaign setting. It's just a part of the game. The planes were defined in 1e. 2e created the Planescape campaign setting, which took those same planes, with very little change, and just expanded upon them and added a subculture that populates certain parts of them. 3e spent little time with Planescape, but used the same planes (cutting out some of them, dumbing down others, and adding a few innovations). 4e had a completely different planar arrangement loosely inspired by the original. 5e basically took the 1e-2e planar configuration, added in some stuff from 4e, and made a couple innovations of their own. They still didn't put back the remaining Inner Planes yet.</p><p></p><p>For those who aren't aware, you can find a 5e treatment of the planes in the DMG.</p><p></p><p>All of the elements of belief affecting reality, Factions, the Cant, the jaded mindset, etc, are part of the Sigil-based subculture. You can run all over the same dozens of planes without ever interacting with these Planescape elements.</p><p></p><p>So, these should not be confused with one another.</p><p></p><p>That being said, I personally like Planescape, and find that subculture a cool possibility. Not every planar adventure I have will interact with it (sometimes a trip to the Nine Hells is just a trip to Hell, not club-hopping in a Baatorian city), but I like to on occasion.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7075842, member: 6677017"] Planescape: Torment was awesome. I've played it all the way through twice (which I don't do with games). As far as some of the comments about the setting go, it is important to make a distinction between D&D [I]planar[/I] and [I]Planescape[/I]. The D&D multiverse, including the 17 Outer Planes, 18 or so Inner Planes, etc, predates the Planescape campaign setting. It's just a part of the game. The planes were defined in 1e. 2e created the Planescape campaign setting, which took those same planes, with very little change, and just expanded upon them and added a subculture that populates certain parts of them. 3e spent little time with Planescape, but used the same planes (cutting out some of them, dumbing down others, and adding a few innovations). 4e had a completely different planar arrangement loosely inspired by the original. 5e basically took the 1e-2e planar configuration, added in some stuff from 4e, and made a couple innovations of their own. They still didn't put back the remaining Inner Planes yet. For those who aren't aware, you can find a 5e treatment of the planes in the DMG. All of the elements of belief affecting reality, Factions, the Cant, the jaded mindset, etc, are part of the Sigil-based subculture. You can run all over the same dozens of planes without ever interacting with these Planescape elements. So, these should not be confused with one another. That being said, I personally like Planescape, and find that subculture a cool possibility. Not every planar adventure I have will interact with it (sometimes a trip to the Nine Hells is just a trip to Hell, not club-hopping in a Baatorian city), but I like to on occasion. [/QUOTE]
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