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Elemental Planes Killed
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<blockquote data-quote="Grog" data-source="post: 3785415" data-attributes="member: 6183"><p>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 <em>would</em> set adventures on the elemental plane of fire if only it were a more interesting place <em>to</em> 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 <em>is</em> a problem, and it's one they avoid by simply ignoring their existence the vast majority of the time.</p><p></p><p></p><p>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 <em>any</em> 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, </p><p>the party starts out embedded in solid rock, can't move, and can't breathe.</p><p></p><p>Now, of course DMs could choose to have the PCs appear in more hospitable locations on these planes - but that's just admitting that these planes are useless as adventure locations without DMs making changes to them. Why not make them more open for adventuring from the beginning?</p><p></p><p></p><p>I rather think that there's room for a happy medium between those two extremes.</p></blockquote><p></p>
[QUOTE="Grog, post: 3785415, member: 6183"] 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 [i]would[/i] set adventures on the elemental plane of fire if only it were a more interesting place [i]to[/i] 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 [i]is[/i] a problem, and it's one they avoid by simply ignoring their existence the vast majority of the time. 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 [i]any[/i] 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, the party starts out embedded in solid rock, can't move, and can't breathe. Now, of course DMs could choose to have the PCs appear in more hospitable locations on these planes - but that's just admitting that these planes are useless as adventure locations without DMs making changes to them. Why not make them more open for adventuring from the beginning? I rather think that there's room for a happy medium between those two extremes. [/QUOTE]
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