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5e Planescape- What would you like to see in the upcoming setting?
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<blockquote data-quote="I'm A Banana" data-source="post: 8984210" data-attributes="member: 2067"><p>Kind of a weird choice, honestly. Clerics are already subclassed so <strong>dang hard</strong>. And PS isn't especially cleric-heavy. Unless, I guess, you imagine every hardcore factioneer as a Cleric of Philosophy or something? That'd be...hmm...not great. I guess it could also be an Athar domain for dispeling magic or something.</p><p></p><p></p><p></p><p></p><p></p><p>When I run PS these days, I do it mostly without the individual planar alterations to various schools of magic. I do it 5e Ravenloft Style - I alter the vibe of the magic to suit the plane, but not the effects. I do like to keep spell keys or power keys as single-use magic items that you can use as an additional component to your spell to give it a bit of planar <em>oomph</em>. Add a meditation mantra and some sand from a dead god to your <em>fireball</em> on the Astral plane and there's a bit of psychic damage in it, too, for instance.</p><p></p><p>Weird local rules just don't really encourage exploration, but I like keeping them as a bit of spice to sprinkle in.</p><p></p><p></p><p></p><p>PS is not the Wheel and the Wheel is not PS. I'd hope they do PS as PS, with a quick overview of some of the outer planes (like the original boxed set had!) and keep the more detailed dive for a <em>Manual of the Planes</em> next year or something. And you could probably even do a <em>Fiend Folio</em> for demons and devils and assorted other critters where you dive into specific layers of the Abyss and the Nine Hells and such.</p><p></p><p></p><p></p><p>Player Book: "Tarsheva's Big Book for Berks" (or the Planewalker's Handbook if you want to be boring)</p><p>Monster Book: "Xanxost's Menu" (Xanxosts's commentary on monsters would be absolutely worth sprinkling into a monster book)</p><p>Adventure: "Orc and Pie, but Philosophically" (an orc sits in a room with a pie and contemplates the nature of identity and the nature of utopia and what defines good and evil; the pie was made by a fallen celestial and each of the slices of the pie is actually a portal to an outer plane; you need to convince the orc nonviolently to let you eat the pie's slices so that you can visit the right planes to assemble a cadre of celestials, fiends, constructs, aberrations, fey, and other planar beings to convince the orc that it shouldn't be angry anymore; at the climax of the adventure the pie explodes because there's too much metaphor in it and the party has to fight Piesmodeus, who wants the orc to be angry.)</p><p></p><p>I actually think one big adventure is a lot less useful than a half-dozen short ones, so I kind of <em>hope</em> they go more for the Radiant Citadel/Candlekeep Mysteries/Keys from the Golden Vault vibe than the <em>Light of Xaryxsis </em>vibe. If they don't, maybe I do a few DM's Guild releases of my own....</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 8984210, member: 2067"] Kind of a weird choice, honestly. Clerics are already subclassed so [B]dang hard[/B]. And PS isn't especially cleric-heavy. Unless, I guess, you imagine every hardcore factioneer as a Cleric of Philosophy or something? That'd be...hmm...not great. I guess it could also be an Athar domain for dispeling magic or something. When I run PS these days, I do it mostly without the individual planar alterations to various schools of magic. I do it 5e Ravenloft Style - I alter the vibe of the magic to suit the plane, but not the effects. I do like to keep spell keys or power keys as single-use magic items that you can use as an additional component to your spell to give it a bit of planar [I]oomph[/I]. Add a meditation mantra and some sand from a dead god to your [I]fireball[/I] on the Astral plane and there's a bit of psychic damage in it, too, for instance. Weird local rules just don't really encourage exploration, but I like keeping them as a bit of spice to sprinkle in. PS is not the Wheel and the Wheel is not PS. I'd hope they do PS as PS, with a quick overview of some of the outer planes (like the original boxed set had!) and keep the more detailed dive for a [I]Manual of the Planes[/I] next year or something. And you could probably even do a [I]Fiend Folio[/I] for demons and devils and assorted other critters where you dive into specific layers of the Abyss and the Nine Hells and such. Player Book: "Tarsheva's Big Book for Berks" (or the Planewalker's Handbook if you want to be boring) Monster Book: "Xanxost's Menu" (Xanxosts's commentary on monsters would be absolutely worth sprinkling into a monster book) Adventure: "Orc and Pie, but Philosophically" (an orc sits in a room with a pie and contemplates the nature of identity and the nature of utopia and what defines good and evil; the pie was made by a fallen celestial and each of the slices of the pie is actually a portal to an outer plane; you need to convince the orc nonviolently to let you eat the pie's slices so that you can visit the right planes to assemble a cadre of celestials, fiends, constructs, aberrations, fey, and other planar beings to convince the orc that it shouldn't be angry anymore; at the climax of the adventure the pie explodes because there's too much metaphor in it and the party has to fight Piesmodeus, who wants the orc to be angry.) I actually think one big adventure is a lot less useful than a half-dozen short ones, so I kind of [I]hope[/I] they go more for the Radiant Citadel/Candlekeep Mysteries/Keys from the Golden Vault vibe than the [I]Light of Xaryxsis [/I]vibe. If they don't, maybe I do a few DM's Guild releases of my own.... [/QUOTE]
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5e Planescape- What would you like to see in the upcoming setting?
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