I'm preparing for an epic campaign, and am working on the global issues and realities that the players will eventually face. One of these is the matter of the astral plane, the ethereal plane, and the capabilities of magic on the prime material.
The astral plane is normally encountered as a thin film in the middle of a gate spell; you transit from one plane to another instantaneously. Actually entering the plane is boring, as it is a featureless expanse of grey nothingness. I'd like to have a middle ground between the outer planes and the inner planes. WOTC postulates the outlands, a single plane connected to all the others by gates. I don't like the idea of a single connective plane; the astral already does that. I'd like the astral to be a useful plane in and of itself, filled with islands and gates, and with ships and magic plying the gaps. I still recall the fantastic image from Dragon magazine's Wormy that showed Solomoriah the shadowcat breaking into a transplanar realm filled with bubbles of different worlds. That's how I view the connective plane - a place in which magic and knowledge are key. Now, I can justify this by the fact that the Gate spell doesn't work for movement on the prime material plane; to get to different parts of the PM, you would have to go from one plane to another, then gate again.
Please offer suggestions on how to replace the Outlands with the Astral Plane; why not gate to some outer plane then back to the desired location on the PM? Why might ships be traveling in the Astral Plane? Any other suggestions or rule pitfalls that might cause me problems?
Secondly: folding space. I'd like to get mechanics for making a place bigger on the inside than the outside. A bag of holding does this with a bubble of extraplanar space on the inside, like a gate only it's apparently more like a fold in the prime material. Rope trick does the same thing. Any ideas on where these interdimensional spaces are in terms of the planes?
The astral plane is normally encountered as a thin film in the middle of a gate spell; you transit from one plane to another instantaneously. Actually entering the plane is boring, as it is a featureless expanse of grey nothingness. I'd like to have a middle ground between the outer planes and the inner planes. WOTC postulates the outlands, a single plane connected to all the others by gates. I don't like the idea of a single connective plane; the astral already does that. I'd like the astral to be a useful plane in and of itself, filled with islands and gates, and with ships and magic plying the gaps. I still recall the fantastic image from Dragon magazine's Wormy that showed Solomoriah the shadowcat breaking into a transplanar realm filled with bubbles of different worlds. That's how I view the connective plane - a place in which magic and knowledge are key. Now, I can justify this by the fact that the Gate spell doesn't work for movement on the prime material plane; to get to different parts of the PM, you would have to go from one plane to another, then gate again.
Please offer suggestions on how to replace the Outlands with the Astral Plane; why not gate to some outer plane then back to the desired location on the PM? Why might ships be traveling in the Astral Plane? Any other suggestions or rule pitfalls that might cause me problems?
Secondly: folding space. I'd like to get mechanics for making a place bigger on the inside than the outside. A bag of holding does this with a bubble of extraplanar space on the inside, like a gate only it's apparently more like a fold in the prime material. Rope trick does the same thing. Any ideas on where these interdimensional spaces are in terms of the planes?