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<blockquote data-quote="Teemu" data-source="post: 8052254" data-attributes="member: 30788"><p>I was commenting on the logic that because Mabar is the plane of Death it should be more dangerous than just going underwater. In that case shouldn’t the plane of fire be more dangerous than going below the waves when it is not?</p><p></p><p>I liked the idea of the Irian vessel that protects the party. The rules as presented in the book are a little too deadly and binary, and if the occasion to head to Mabar comes up in the game, I’ll probably restrict similar deadly effects to certain regions of the plane.</p><p></p><p>Something like the Irian vessel for Mabar and an underwater elemental vessel are more fun in play because they allow for degrees of tension. What if the vessel takes damage? Or it attracts unwanted attention? Or you need to maintain it? Having to resort to, say, rings of necrotic resistance removes all tension—if you can simply ignore the deadliest trait of Mabar in order to even go there, it’s actually not deadly at all once you adventure there. How is it dangerous when you’re immune to the main source of danger? That’s why the Irian vessel concept, or something along those lines, is cool because it could actually allow for the risk of failure. Ultimately I’d go for something less deadly so that the characters could actually have to interact with the threat in a meaningful way (instead of just becoming immune).</p></blockquote><p></p>
[QUOTE="Teemu, post: 8052254, member: 30788"] I was commenting on the logic that because Mabar is the plane of Death it should be more dangerous than just going underwater. In that case shouldn’t the plane of fire be more dangerous than going below the waves when it is not? I liked the idea of the Irian vessel that protects the party. The rules as presented in the book are a little too deadly and binary, and if the occasion to head to Mabar comes up in the game, I’ll probably restrict similar deadly effects to certain regions of the plane. Something like the Irian vessel for Mabar and an underwater elemental vessel are more fun in play because they allow for degrees of tension. What if the vessel takes damage? Or it attracts unwanted attention? Or you need to maintain it? Having to resort to, say, rings of necrotic resistance removes all tension—if you can simply ignore the deadliest trait of Mabar in order to even go there, it’s actually not deadly at all once you adventure there. How is it dangerous when you’re immune to the main source of danger? That’s why the Irian vessel concept, or something along those lines, is cool because it could actually allow for the risk of failure. Ultimately I’d go for something less deadly so that the characters could actually have to interact with the threat in a meaningful way (instead of just becoming immune). [/QUOTE]
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