D&D (2024) DMG 2024: The Planes

Honestly the rules I wish they'd give away for free are the bastion rules. I really want to tear them apart and incorporate the parts I like into Level Up's stronghold system, but I'm not paying them $50 for the privilege. Oh, well.
From what i have heard the bastion rules are very close to the playtest version. So that should work for your purposes I would think.
 

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I still have a hard time seeing Spelljammer as a planar game. The Astral thing never sat well with me. I still think wildspace and the Astral should be separate.
It actual seems more natural to me. I never understood the phlogiston and crystal spheres. Never seemed like a prime material* thing to me.

*I associate the prime with our (and possibly parallel) universe and the this two concepts did not fit fell with that perspective.
 

Every campaign I've ever played in had trips at some point to multiple planes other than the Prime Material Plane. Past maybe level 10 or so, what can you even do that is challenging? Either the players visit other planes, or denizens of other planes start visiting the players. Either way, I don't see how you can train new dungeon masters without at least an overview of the planes. It obviously makes sense in the DMG, I don't understand how anyone would think otherwise
Interesting. In all the games that I participated in, the only planar travel that's happened has been to the near ethereal. And I think that happened all of once.
 




It actual seems more natural to me. I never understood the phlogiston and crystal spheres. Never seemed like a prime material* thing to me.

*I associate the prime with our (and possibly parallel) universe and the this two concepts did not fit fell with that perspective.
I fully assimilated TSR's campaign settings during the 1e-2e era, and how they set them up is how I prefer them.
 

I don't care that you don't care man. Thanks for telling me but I don't care. My point to Reynard is that WotC is taking this direction. I cannot stress to you how little your preferences on this subject matter to me within the context of this thread.
Why should @Reynard or anyone else care about what WotC's direction is, especially if they don’t care for it?
 

Why should @Reynard or anyone else care about what WotC's direction is, especially if they don’t care for it?
Because this thread is about the DMG Micah. What is wrong with you? Are you ok dude???? You literally came into a conversation ABOUT WOTC AND THE DMG AND THEIR PLANS FOR THE FUTURE just to freaking quote me and tell me you don't care about this and why should Reynard? Do you not see how WEIRD that is??
 

How can you "train" new dungeon masters without talking extensively about dungeons and hexploration -- two things that are significantly more common than planar adventures.
Hexcrawl exploration is such an uncommon niche playstyle that I would be shocked to see more than a passing mention in the DMG. I see it mentioned online all the time but I have never once met a person in real life who has ever played in a Hexcrawl campaign. I actually am surprised there are no sidebar blurbs about "nitty gritty optional rules" to give a shoutout to the handful of players who actually like that stuff, but then the DMG is surprisingly light on optional rules in general.

Dungeons are obviously integral to Dungeons and Dragons, but I'm not sure what else you specifically think needs to be mentioned. The section specifically labeled Dungeons is indeed short, but many other sections pertain to Dungeons plus other locations, so the info is separated into more categories.
 

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