D&D General DnD cosmology - Which Edition do you prefer?


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I have my own based on Law vs Chaos and the tension in between as Neutrality tying it together with the world of Fey and Shadow essentially being worlds that exist just outside of normal time and space and not necessarily planes of existence and it is unclear if they are different or the same. Law and Chaos are part of the Ethereal plane with the Astral being the thread that winds through all of these.
 


It was portrayed in the Dark Wanderer Epic Destiny and it's ability to reach ANYWHERE in the cosmos by walking for 24 hours. You could even WALK BACK FROM BEING DEAD! You could die and then a certain later you just... Show up!
Epic Destinies in general were pretty excellent.

It's hard to top features that begin with (effectively), "Once per day, when you die..."

That's just flipping great.
Other Epic Destiny features include...

Bahamut's Vessel: At level 30, once per day when reduced to 0 HP, you can instead regain all HP and transform into a Large platinum dragon. Because you literally are a fragment of Bahamut's divine essence, a safeguard against the possibility of his demise.
Legendary Sovereign: At level 24, once per day when you would make a death saving throw, you can instead regain half your HP (your Bloodied value), end any effects on you, and stand up. This feature is called This Is Not My Fate, and the whole ED is about literally becoming the mythical hero-queen/-king founder of a dynasty that will last for centuries.
Thief of Legend: You can literally steal your own soul from the afterlife, allowing you to just appear at a familiar place within 24 hours of your death. Your body disappears from where it was, and all your possessions come to you. Oh, and if you drop an enemy to 0 HP, you can steal things from them like the color of their eyes or their memories of their kingdom. It's up to the DM exactly how that works out.

Epic Destinies did some really impressive things, both in terms of "holy crap that would kick HUGE butt" and "that has incredible narrative implications."
 
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None of them, I do my own
Ditto. I also don't always even have planes, or have it that the PCs know about planes. In one world, it is not clear to the PCs that (for example) the lands of the dead are not a place you could conceivably walk to, and similar. I think the overall concept that D&D game worlds must have planes is one of those things that should only be included if it benefits the game world or the play experience.
 

I prefer my cosmology murky, uncertain, and subject to interpretation. I use the 5e cosmology as a base, but it might actually be different- that is just how mortals have drawn diagrams to interpret the cosmos.
 

I am quite fond of Planescape as a setting, and that's the only version of the planes I really care about. But I still wouldn't want to use those planes in any campaign other than one that is explicitly a Planescape campaign.
 

I appreciate that others have called out BECMI’s infinite dimensions and mortals-to-immortals. I’ve gone back and forth between that and World Axis.

when I’m in a more science-fantasy mood, I lean to BECMI, when I’m in a high fantasy mood I’m more World Axis.

I finally grabbed Worlds Without Number and I’m very attracted to the science-fantasy cosmology of Iterums used in Latter Earth.
 

That's just flipping great.
And this is an epic Destiny for MARTIAL characters, specifically the Rogue or the Ranger. You just randomly run into portals and stuff and get where you want to go.
Epic Destinies in general were pretty excellent.

It's hard to top features that begin with (effectively), "Once per day, when you die..."
And I love how all of them give you narrative hooks for your brand of immortality. For the end of your character's career. They all feel way more flavorful than any endcap in 5e, including the mostp owerful spells in the game.
 

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