Preferences are fine (I generally prefer the 1e TSR era and the 5e WotC era's myself), but the 2e spelljammer setting doesn't make a lot of sense to me. I have never been beholden to the corporate lore though, so Spelljammer just never sank in for me.I fully assimilated TSR's campaign settings during the 1e-2e era, and how they set them up is how I prefer them.
No idea, sorry. If I have a need for stronghold rules I would look at them, but it isn't something my group is interested in. Now, if I ever get around to draft my D&D heartbreaker, then I might give them a deeper look.Do the playtest rules have all the room options?
I explained how I find the 5e's Spelljammer's retcon regarding the Astral Plane off-putting. Your rather rude response to that led me to escalate; I'm sorry about that. Earlier I said that all the planar info in the DMG likely has to with marketing their IP, particularly as it is featured in their for-sale adventures, and making sure the parts of the game that are legally WotC's are front and center. I stand by that opinion, but otherwise I don't really have anything productive to say on the subject.Because this thread is about the DMG Micah. What is wrong with you? Are you ok dude???? You literally came into a conversation ABOUT WOTC AND THE DMG AND THEIR PLANS FOR THE FUTURE just to freaking quote me and tell me you don't care about this and why should Reynard? Do you not see how WEIRD that is??
Hear, hear! The Astral Sea idea is interesting to me, but - at the end of the day - I prefer the Astral Plane to be something else, like it was described in the 1e Manual of the Planes. A plane of pure thought very much separated from the spelljamming "shipping lanes".I still have a hard time seeing Spelljammer as a planar game. The Astral thing never sat well with me. I still think wildspace and the Astral should be separate.
I really like 70s Dr. Strange, and 2e Spelljammer, and the Great Wheel.For the record I have been a "PlaneJammer" advocate for a long time. I prefer the Astral Sea to either the Great Wheel or Spelljammer, and I have never and will never do the while "silver thread" Astral projection thing. I think it's dumb and I really don't care for 70s Dr. Strange comics either.
... I really don't care for 70s Dr. Strange comics either.
Which adventures do you think have "good dungeons" in them?
I think sunless Citadel and Forge of Fury are both very good dungeons, but they are from 2 editions ago. I can't think of a memorable "good" dungeon that originated in the 5E era.