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D&D Direct Live Report: 9am PDT (5pm BST) SPELLJAMMER CONFIRMED! DRAGONLANCE!
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8614573" data-attributes="member: 7023887"><p>The main "potential problems" with the Phlo were:</p><ol> <li data-xf-list-type="ol">It stops people from using firearms, cannons, and fire spells in space battles, which is just stopping fun for the purpose of stopping fun.</li> <li data-xf-list-type="ol">It's a pretty boring adventuring location, serving more as a featureless hyperspace than a part of the setting that enhances adventures.</li> <li data-xf-list-type="ol">It makes Divine spellcasters less fun to play, because it shuts down how they get back spells.</li> </ol><p>In order to "fix" these potential problems you would have to get rid of how flammable/explosive the Phlogiston was, turn it into something other than a monotone Bifrost ocean hyperspace (probably adding adventure locations and creatures native to the Phlogiston), and get rid of how it stops Clerics and Paladins from regaining spells every day.</p><p></p><p>Doing all of that would basically get rid of the Phlogiston and replace it with something that has the same name but functions completely differently. At that point, you might as well just drop the concept entirely and replace it with a suitable replacement that is already a part of your cosmology just to simplify it a bit (which the Astral functions as).</p><p></p><p>The Astral Sea doesn't prevent the usage of firearms, cannons, or fire spells, has plenty of native creatures, adventuring hooks, and interesting locations/scenery, and doesn't prevent Clerics and Paladins from regaining spell slots. Also, people are more familiar with the word "Astral" than "Phlogiston," and "Astral" is just easier to pronounce.</p><p></p><p>IMHO, they fixed the main problems with the Phlogiston by getting rid of it. There are quite a few circumstances where the only proper "fix" for a problem would be to just sidestep it. Instead of trying to build a castle in a swamp, you should just move to dry land nearby and build your castle there. That's technically "sidestepping" the problems of building in a swamp, but is a superior solution to anything you could do to try and make building a castle in a swamp viable. I feel the same applies to the Phlogiston.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8614573, member: 7023887"] The main "potential problems" with the Phlo were: [LIST=1] [*]It stops people from using firearms, cannons, and fire spells in space battles, which is just stopping fun for the purpose of stopping fun. [*]It's a pretty boring adventuring location, serving more as a featureless hyperspace than a part of the setting that enhances adventures. [*]It makes Divine spellcasters less fun to play, because it shuts down how they get back spells. [/LIST] In order to "fix" these potential problems you would have to get rid of how flammable/explosive the Phlogiston was, turn it into something other than a monotone Bifrost ocean hyperspace (probably adding adventure locations and creatures native to the Phlogiston), and get rid of how it stops Clerics and Paladins from regaining spells every day. Doing all of that would basically get rid of the Phlogiston and replace it with something that has the same name but functions completely differently. At that point, you might as well just drop the concept entirely and replace it with a suitable replacement that is already a part of your cosmology just to simplify it a bit (which the Astral functions as). The Astral Sea doesn't prevent the usage of firearms, cannons, or fire spells, has plenty of native creatures, adventuring hooks, and interesting locations/scenery, and doesn't prevent Clerics and Paladins from regaining spell slots. Also, people are more familiar with the word "Astral" than "Phlogiston," and "Astral" is just easier to pronounce. IMHO, they fixed the main problems with the Phlogiston by getting rid of it. There are quite a few circumstances where the only proper "fix" for a problem would be to just sidestep it. Instead of trying to build a castle in a swamp, you should just move to dry land nearby and build your castle there. That's technically "sidestepping" the problems of building in a swamp, but is a superior solution to anything you could do to try and make building a castle in a swamp viable. I feel the same applies to the Phlogiston. [/QUOTE]
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