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Advice needed for planar adventure...
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<blockquote data-quote="Quickleaf" data-source="post: 9680755" data-attributes="member: 20323"><p>One of the things I often do with the planes is first get a grasp on how I'm imagining that plane for the purposes of my session/campaign in which I'm using it. For example (see attached) when I was developing Qaybar, City of the Jann (with [USER=4937]@Celebrim[/USER] 's extensive help filling the city with colorful characters), I wanted to a planes-wandering city of wonders that existed half in the Material Plane (or Inner Plane if it happened to be there) and half in the Border Ethereal Plane. Because I was leading into Arabian-esque fantasy and wonder/possibility, I focused on the "mystical mysterious mists of possibility as yet unmanifested" concept of the Ethereal. </p><p></p><p>Thus, for MY purposes what matttered were dream magic, illusions, mists where gravity fails, and then the few spells (in 5e) mentioning the Ethereal Plane. That was enough of the mechanics to let me focus on creating the fun stuff the players would encounter.</p><p></p><p>In YOUR case, I believe you're using the Ethereal as a sort of ghostly transitional path into Hell? Is that right? I would lean into that and only focus on those planar mechanics that support that goal. </p><p></p><p>Btw, IME running AD&D2e Planescape for years, paying attention to all those fiddly magic item +/- adjustments, priests losing power, and vast lists of spell changes was mostly baloney. Nine-tenths of it had no meaningful impact on play and just felt like busy work. YMMV.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9680755, member: 20323"] One of the things I often do with the planes is first get a grasp on how I'm imagining that plane for the purposes of my session/campaign in which I'm using it. For example (see attached) when I was developing Qaybar, City of the Jann (with [USER=4937]@Celebrim[/USER] 's extensive help filling the city with colorful characters), I wanted to a planes-wandering city of wonders that existed half in the Material Plane (or Inner Plane if it happened to be there) and half in the Border Ethereal Plane. Because I was leading into Arabian-esque fantasy and wonder/possibility, I focused on the "mystical mysterious mists of possibility as yet unmanifested" concept of the Ethereal. Thus, for MY purposes what matttered were dream magic, illusions, mists where gravity fails, and then the few spells (in 5e) mentioning the Ethereal Plane. That was enough of the mechanics to let me focus on creating the fun stuff the players would encounter. In YOUR case, I believe you're using the Ethereal as a sort of ghostly transitional path into Hell? Is that right? I would lean into that and only focus on those planar mechanics that support that goal. Btw, IME running AD&D2e Planescape for years, paying attention to all those fiddly magic item +/- adjustments, priests losing power, and vast lists of spell changes was mostly baloney. Nine-tenths of it had no meaningful impact on play and just felt like busy work. YMMV. [/QUOTE]
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