catsclaw227 said:It doesn't have to be searing heat with eyeballs frying and skin boiling and lungs desicating into dust. That just isn't fun to me.
GreatLemur said:I think the issue might be about the frequency of such habitable anomalies in an elemental plane. I've only got hazy recollections of the 1e Manual of the Planes to go by, here, but weren't they incredibly rare and isolated? And, for that matter, not granted all that much detail?
I expect the only real change for the Elemental Planes in 4e will be that the pockets and border regions will play a bigger role.
Imp said:Then you can have the Paraelemental Plane of Top Quarks.
Try visualizing that, mister big DM hotshot man!
Celebrim said:Interestingly, the Elemental Plane of Air and the Elemental Plane of Water are two of the most accessible and survivable planes for low level adventurers. The first is theoretically survivable by anyone, though in practice you need to fly to actually get anywhere. However, flight is available as a third level spell, and flying mounts are conceivably available at reasonably low levels (purchase of hippogriffs or spider eaters or whatever).
catsclaw227 said:Though this assumes that the Elemental Plane of Air is filled with Oxygen.Otherwise, we couldn't breathe.
EDIT: And depending upon the temperature, it could be more like the atmosphere of Jupiter. http://en.wikipedia.org/wiki/Jupiter#Composition
That's a good point. It's important to remember that at some point along the trail we shouldn't mix our fantasy with real-world physics, because that way lies insanity.Celebrim said:That assumes that there is such a thing as Oxygen, and the answer to that is rather up in the air when you've only got four elements. Don't assume that you know how things breathe when they come from a universe with only four elements.
This is incorrect. You can actually divide DMs into three groups: Those who don't set adventures on the elemental plane of fire, those who do, and those who would set adventures on the elemental plane of fire if only it were a more interesting place to set adventures (and if only it were a place where most PCs could survive for more than a couple of minutes). For this third group, the way the elemental planes currently are most certainly is a problem, and it's one they avoid by simply ignoring their existence the vast majority of the time.Celebrim said:That is pretty much exactly my point. You can divide DMs into two groups: those that don't set adventures on the elemental plane of fire, and those that do.
Well, your own inference is just that - your own inference. The fact of the matter is that as things stand now, under the core rules, two of the elemental planes - fire and earth - are not conducive to adventuring in any pattern. On the plane of fire, the party will be taking massive fire damage every single round, and even if they have some way to deal with that, they also can't breathe and will suffocate in a couple of minutes. On the plane of earth,Celebrim said:When I hear them say, "The elemental planes aren't conducive to adventures", what I hear them to mean is, "The elemental planes aren't conducive to adventures in the familiar pattern."
I rather think that there's room for a happy medium between those two extremes.Celebrim said:At best, we are going to get new elemental planes that are effectively the same as the old planes but with a 'New and Improved' sticker stamped on them. At worst, we are going to get every plane of existance looks basically like Earth with a slightly different color pallette.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.