TwinBahamut
First Post
Yeah, that "D&D is not D&D without the Great Wheel" line is kinda bad. It even seems to flatly go against the tone of "change the cosmology to match what you want!" tone they're trying to go for in the article. How did that kind of thing slip through an editor? Do they edit these articles?
I certainly preferred the elemental chaos and astral sea over the excessively over-designed Great Wheel and Inner Planes, but I honestly would like to see something even more new. Or rather, I really would like to see them abandon the idea of a core planar cosmology entirely. It leads to ugliness where they treat non-setting material as if it were a campaign setting. I hated both the 3E and 4E Manual of the Planes because of that. If they want to make a planar setting, then reprint Planescape and build it for the Planescape fans. Otherwise, make the Manual of the Planes a book for people who don't want to play Planescape, and instead want to create their own fantastical realms.
Of course, I'd be just as happy if they removed all talk of the planes from the main books. Planar adventure isn't exactly essential to the typical D&D experience, and it isn't necessary to explain what happens with spells and effects. Dialing back the reliance on bizarre cosmology might help the game a bit.
I certainly preferred the elemental chaos and astral sea over the excessively over-designed Great Wheel and Inner Planes, but I honestly would like to see something even more new. Or rather, I really would like to see them abandon the idea of a core planar cosmology entirely. It leads to ugliness where they treat non-setting material as if it were a campaign setting. I hated both the 3E and 4E Manual of the Planes because of that. If they want to make a planar setting, then reprint Planescape and build it for the Planescape fans. Otherwise, make the Manual of the Planes a book for people who don't want to play Planescape, and instead want to create their own fantastical realms.
Of course, I'd be just as happy if they removed all talk of the planes from the main books. Planar adventure isn't exactly essential to the typical D&D experience, and it isn't necessary to explain what happens with spells and effects. Dialing back the reliance on bizarre cosmology might help the game a bit.