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Druids in Sigil? Help!
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<blockquote data-quote="Quickleaf" data-source="post: 6032340" data-attributes="member: 20323"><p>In the original Planescape boxed set, summoning was possible in Sigil, IIRC. After all, bags of holding still work in Sigil, and those technically (at least in 2e) access extra-dimensional space. For summoning, you might explain it as the caster knowing relevant portal/spell keys unique to Sigil which allow the caster to effectively summon creatures thru a portal. Narrative-wise, you can assume the PC gathers necessary components during downtime, though you could always have a portal sparse zone (either "naturally" or cause of a spell like sure lock/portal ward) where summoning doesn't work or they need to do some footwork to acquire the necessary portal/spell key.</p><p></p><p></p><p></p><p>Short answer: Don't ban the classes, that defeats a big part of the appeal of a Planescape game - the no holds barred character creation. My short lived 4e PS game had a modron artificer, Minotaur monk, hamadryad Druid, and pixie cavalier! </p><p></p><p>Long answer: I'd only worry about it if primal spirits etc. will play a significant role in your campaign. If that's the case, consider either ditching the 4e Divine/Primordial/Primal story, or adapt. By adapt I mean there are lots of flora and fauna which have immigrated to Sigil over the centuries. I mean, part of the conceit of Sigil is that you can find *anything* there, right? </p><p></p><p>Also, bear in mind that in Harbinger House a god exists in Sigil momentarily because he ascends to godhood while within the city. By extension, if you can conceive of a way for a summoned creature to instead be *conjured* from what is alredy present, that might be a good way to handle it. For example, a summon Nature's ally doesn't summon a bear in Sigil, rather it conjures a statue of a bear to life (which returns to stone after serving) or teleports an angry owlbear from a nearby market to serve the caster (and an irate merchant is sure to follow). Just use the normal stats and change the description.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6032340, member: 20323"] In the original Planescape boxed set, summoning was possible in Sigil, IIRC. After all, bags of holding still work in Sigil, and those technically (at least in 2e) access extra-dimensional space. For summoning, you might explain it as the caster knowing relevant portal/spell keys unique to Sigil which allow the caster to effectively summon creatures thru a portal. Narrative-wise, you can assume the PC gathers necessary components during downtime, though you could always have a portal sparse zone (either "naturally" or cause of a spell like sure lock/portal ward) where summoning doesn't work or they need to do some footwork to acquire the necessary portal/spell key. Short answer: Don't ban the classes, that defeats a big part of the appeal of a Planescape game - the no holds barred character creation. My short lived 4e PS game had a modron artificer, Minotaur monk, hamadryad Druid, and pixie cavalier! Long answer: I'd only worry about it if primal spirits etc. will play a significant role in your campaign. If that's the case, consider either ditching the 4e Divine/Primordial/Primal story, or adapt. By adapt I mean there are lots of flora and fauna which have immigrated to Sigil over the centuries. I mean, part of the conceit of Sigil is that you can find *anything* there, right? Also, bear in mind that in Harbinger House a god exists in Sigil momentarily because he ascends to godhood while within the city. By extension, if you can conceive of a way for a summoned creature to instead be *conjured* from what is alredy present, that might be a good way to handle it. For example, a summon Nature's ally doesn't summon a bear in Sigil, rather it conjures a statue of a bear to life (which returns to stone after serving) or teleports an angry owlbear from a nearby market to serve the caster (and an irate merchant is sure to follow). Just use the normal stats and change the description. [/QUOTE]
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