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General Tabletop Discussion
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July 11 Q&A: Cosmology, Monster Descriptions and Monster Variants
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<blockquote data-quote="Ratskinner" data-source="post: 6160612" data-attributes="member: 6688937"><p>Certainly they are different mechanically (by amount of detail/weight, if nothing else), but we are talking (or at least I'm asking) about from the strictly creative end of things. Which is to say, is there a qualitative difference between imagining the "kingdom next door" and "some plane"? In particular, some difference that would cause a new DM to need a default exemplar of the one but not the other? I don't think there really is.</p><p></p><p>What I <em>do</em> think cries out for examples (in either the DMG or MotP), is how to take that imagining and translate that into mechanics. I mean, that's the real trick in D&D, the mechanics. Whether its a monster, plane, or kingdom, I think the creative aspects and uses of the core game are better served by having examples of how to make a concept work well within the rest of the rules than by having defaults.</p><p></p><p></p><p></p><p>Crunchy Mechanus in a setting book. No objection.</p><p></p><p>Vague Mechanus to use in your own way.....umm....If you want to use your own "clockwork" plane, why does it need to be Mechanus at all? I'm not feeling certain of what you mean by this. </p><p></p><p>I don't see how you make those concepts play together well.</p><p></p><p></p><p></p><p>On the contrary, I think its the other way 'round. The Ethereal Plane needs Ethereal Jaunt to justify its existence in the default conception of D&D cosmology. Rename the spell <em>Planar Jaunt </em>or even better <em>Etherealness</em> or <em>Ghostly Form</em> and eliminate the plane from its description:</p><p></p><p> </p><p></p><p>Which doesn't do anything to prevent the Ethereal Plane from appearing in an appendix as an example or in another supplement to wrap the planar aspect back into it.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6160612, member: 6688937"] Certainly they are different mechanically (by amount of detail/weight, if nothing else), but we are talking (or at least I'm asking) about from the strictly creative end of things. Which is to say, is there a qualitative difference between imagining the "kingdom next door" and "some plane"? In particular, some difference that would cause a new DM to need a default exemplar of the one but not the other? I don't think there really is. What I [I]do[/I] think cries out for examples (in either the DMG or MotP), is how to take that imagining and translate that into mechanics. I mean, that's the real trick in D&D, the mechanics. Whether its a monster, plane, or kingdom, I think the creative aspects and uses of the core game are better served by having examples of how to make a concept work well within the rest of the rules than by having defaults. Crunchy Mechanus in a setting book. No objection. Vague Mechanus to use in your own way.....umm....If you want to use your own "clockwork" plane, why does it need to be Mechanus at all? I'm not feeling certain of what you mean by this. I don't see how you make those concepts play together well. On the contrary, I think its the other way 'round. The Ethereal Plane needs Ethereal Jaunt to justify its existence in the default conception of D&D cosmology. Rename the spell [I]Planar Jaunt [/I]or even better [I]Etherealness[/I] or [I]Ghostly Form[/I] and eliminate the plane from its description: Which doesn't do anything to prevent the Ethereal Plane from appearing in an appendix as an example or in another supplement to wrap the planar aspect back into it. [/QUOTE]
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