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<blockquote data-quote="Kaiyanwang" data-source="post: 9382237" data-attributes="member: 91656"><p>The 3e manual of the planes was a perfect representation to me because it felt like what Wizard or other student of the planes would draw on their tomes written as guides and archives about the planes.</p><p></p><p>Thinking that the lower planes are all the same is a grave mistake. I encourage to those who do to read more in depth the principles behind them. Also, from a mere exploration standpoint, the way the layers interact with each other leads to different approaches of travel through them.</p><p>In the same way, the different upper planes are dramatically different utopias with different ethos, and their layers can change dramatically. The picture in the OP fails to convey that.</p><p></p><p>I think to make planes truly feel special, one should look at older editions for "special effects". 3e was quite bland in this regard, I don't recall much more than charisma penalties, some impeded magic in the elemental planes, and the occasional entrapment for Hades and Elysium.</p><p>I recall instead in BECMI the Astral plane being uh.. perpendicular(?) to the material leading to some spell working in a radically different way because time and space were swapped or something. Like haste working like dimensional door and teleport like timestop. Unsure if is precisely so, but you can get what I mean here.</p></blockquote><p></p>
[QUOTE="Kaiyanwang, post: 9382237, member: 91656"] The 3e manual of the planes was a perfect representation to me because it felt like what Wizard or other student of the planes would draw on their tomes written as guides and archives about the planes. Thinking that the lower planes are all the same is a grave mistake. I encourage to those who do to read more in depth the principles behind them. Also, from a mere exploration standpoint, the way the layers interact with each other leads to different approaches of travel through them. In the same way, the different upper planes are dramatically different utopias with different ethos, and their layers can change dramatically. The picture in the OP fails to convey that. I think to make planes truly feel special, one should look at older editions for "special effects". 3e was quite bland in this regard, I don't recall much more than charisma penalties, some impeded magic in the elemental planes, and the occasional entrapment for Hades and Elysium. I recall instead in BECMI the Astral plane being uh.. perpendicular(?) to the material leading to some spell working in a radically different way because time and space were swapped or something. Like haste working like dimensional door and teleport like timestop. Unsure if is precisely so, but you can get what I mean here. [/QUOTE]
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