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Planescape: Fantasy Taken to the Edge (5e conversion)
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<blockquote data-quote="jabelincoln" data-source="post: 6380326" data-attributes="member: 6779939"><p>Thanks to Quickleaf and others for getting this ball rolling. </p><p></p><p>I too am eagerly prepping for a 5e planescape game I'll be running after the MM comes out, already have players lined up. I've been gleefully reading through all my old material, and the thing I've been pondering the most is spell restrictions/keys on the various planes. Back in second addition that level of mechanical minutia didn't seem clunky, it was completely par for the course. But now, I don't know, it seems not to jibe with the looser, more streamlined feel of 5e. </p><p></p><p>I'm not sure what I'm going to do yet. I might rule that any plane can mess with the effects of a spell or disallow the spell on DM whim based on the ideology of whatever plane we're talking about. No Tasha's Hideous Laughter on a serious plane like Baator and on Mechanus maybe a fireball explodes in a neat cube. I'd then do something like you need a spell key per school to be safe. I could do something similar for divine spells since they're all listed with schools, or something completely different I haven't thought of yet. Or, I might just leave things exactly the same as 2e to reinforce the flavor. I really have no clue at this point. </p><p></p><p>I also don't know how I'm going to handle restrictions on magic based on planer contact, i.e. casting etheral spells from the outer planes or priest casting level being affected by how many "steps" away he is from his god. Might hand wave a lot of that stuff, who knows. Anyway, any help or discussion on the matter is appreciated.</p><p></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="jabelincoln, post: 6380326, member: 6779939"] Thanks to Quickleaf and others for getting this ball rolling. I too am eagerly prepping for a 5e planescape game I'll be running after the MM comes out, already have players lined up. I've been gleefully reading through all my old material, and the thing I've been pondering the most is spell restrictions/keys on the various planes. Back in second addition that level of mechanical minutia didn't seem clunky, it was completely par for the course. But now, I don't know, it seems not to jibe with the looser, more streamlined feel of 5e. I'm not sure what I'm going to do yet. I might rule that any plane can mess with the effects of a spell or disallow the spell on DM whim based on the ideology of whatever plane we're talking about. No Tasha's Hideous Laughter on a serious plane like Baator and on Mechanus maybe a fireball explodes in a neat cube. I'd then do something like you need a spell key per school to be safe. I could do something similar for divine spells since they're all listed with schools, or something completely different I haven't thought of yet. Or, I might just leave things exactly the same as 2e to reinforce the flavor. I really have no clue at this point. I also don't know how I'm going to handle restrictions on magic based on planer contact, i.e. casting etheral spells from the outer planes or priest casting level being affected by how many "steps" away he is from his god. Might hand wave a lot of that stuff, who knows. Anyway, any help or discussion on the matter is appreciated. Cheers [/QUOTE]
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