D&D (2024) DMG 2024: The Planes


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What's your point? Are you suggesting that wuxia campaigns are as common as sandbox campaigns?

Just adding to the discussion.
As for Wuxia being more common than sandbox campaigns, I have no idea.

Is it OK to leave out Wuxia because it's not a common playstyle?
 
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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.
They look like they are organized better in the 5.5e DMG, but the actual rules are either identical to the rules we received in the playtest or ever so slightly different. Just use the playtest rules and modify those. That's what I'm going to do.
 

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 had the same issue with the alternate prime planes being within spheres on the same plane, but since I really like the crystal sphere concept, I just went with it.

Really, though, you can combine the two ideas just fine. Each alternate prime plane is a system within a crystal sphere that floats within the astral. Ships sail to the edge, exit one of the exits in the crystal sphere and enter the astral that way. You're only really losing the phlogiston that way and everything else fits together nicely.
 

One thought I just had: If the DMG had significantly less about the planes I bet you would see people complaining it is just a money grab to sell more books!
There's nothing they can do to avoid that complaint. Change things drastically and make a completely new edition, and they're making a new edition as a money grab. Don't change things much like they did with 5.5e, and they just made a few minor changes as a money grab.
 

I had the same issue with the alternate prime planes being within spheres on the same plane, but since I really like the crystal sphere concept, I just went with it.

Really, though, you can combine the two ideas just fine. Each alternate prime plane is a system within a crystal sphere that floats within the astral. Ships sail to the edge, exit one of the exits in the crystal sphere and enter the astral that way. You're only really losing the phlogiston that way and everything else fits together nicely.
I had an idea where, if you enter a sphere portal at tactical speed you go to the phlogiston, but if you power through at spelljamming speeds it sends you to the Astral instead. The Flow is faster, but largely empty (so no support) and the no open flame thing makes it dangerous. It tends to be used for cargo runs now since the Astral Passage was discovered, since it's easier to live in the Astral.
 

I had an idea where, if you enter a sphere portal at tactical speed you go to the phlogiston, but if you power through at spelljamming speeds it sends you to the Astral instead. The Flow is faster, but largely empty (so no support) and the no open flame thing makes it dangerous. It tends to be used for cargo runs now since the Astral Passage was discovered, since it's easier to live in the Astral.
That works if you like the phlogiston. I didn't like or dislike it, so I'm really not bummed that it's gone. Also, I think you meant exit with the bolded up there.
 

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