kenmarable
Hero
I can't speak for other Planescapers, but personally I don't feel any need for the Great Wheel to be more core than any other cosmology. It'd just be nice if changes could still allow Planescape/Great Wheel without mechanical changes (like shifting around at least one devil/demon and possibly others). Fluff is fluff and easy to edit. It's when mechanics start getting in the way of existing fluff that things can get difficult.Patryn of Elvenshae said:I just don't see why the Planescape arrangement of the multiverse should be more "core" than any other.
I guess I see an analogy being the elimination of specialist wizards. What then for the Red Wizards of Thay? Or eliminating a weak school of magic. Yeah all the spells are still there shuffled around a bit, but the Zulkir of Diviniation is left homeless. Probably not a great analogy, but I hope you see my point. It's not about trying to make one setting more core than the rest, it's hoping new mechanics don't get in the way of keeping the majority of an old setting around.
But I've had my vent. I don't know what the final succubi will look like and how devilish they will be or if I will even ever use them. Fluff and even mechanics can be changed if need be, just one is often a lot easier to alter than the other.

For the record, since 3.x splitting FR and Eberron off into their own cosmologies, I, personally, have no problem with the Great Wheel not being core (apparently others differ, just don't lump me in with them). I'd just like to be able to use existing Planescape material without major overhauls to either it or 4e.
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