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*Dungeons & Dragons
L&L 1/7/2013 The Many Worlds of D&D
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<blockquote data-quote="Tovec" data-source="post: 6154964" data-attributes="member: 95493"><p>On the one hand, I liked when 4e combined the two as they do share some common traits. Making them two parts of the same general plane makes SOME sense. They both are transitive as you said. Having one be the <em>shallow </em>part and the other be the <em>deep </em>part of the same plane made sense in that regard. That is about it though.</p><p></p><p>On the other hand, they are <strong>not </strong>similar in a few key areas. It is like comparing fog to outer space, as they are as dissimilar as a planes of air and vacuum. You can see buildings/walls/terrain, hear (or not depends on edition I've read) and see people, and experience spells on the ethereal. On the astral you .. don't even see the prime world in most cases. It isn't there, usually having to find a portal or a piece of stable rock in a swirling sea. Heck on the astral you don't even pass through walls like you do on the ethereal. There may be more or at least different denizens in the astral, but that's about it.</p><p></p><p>Now, with all that said, they can be related. On our planet there is a sphere of air surrounded by vacuum. But they are NOT the same thing. The air is where the people are, it has objects and life. Space might be faster to travel and might connect a lot of things; just like several interpretations of the astral. There might be a plane(t) of "vulcans". You travel in space/astral to get there but you go TO the world to adventure. That world has certain properties, like the ethereal (walking through walls) and other connections to other planes. At the end of the day you might transport/teleport back and live on the spaceship .. in space. But I doubt you would confuse the two if you experienced them.</p><p></p><p>Also, either way I don't really care about what WotC does. I have a cosmology I've put a lot of work into and I'm not going to change it just because they are releasing 5e. Mine is big enough to accommodate whatever they come up with and it keeps the best pieces of key lore intact.</p></blockquote><p></p>
[QUOTE="Tovec, post: 6154964, member: 95493"] On the one hand, I liked when 4e combined the two as they do share some common traits. Making them two parts of the same general plane makes SOME sense. They both are transitive as you said. Having one be the [I]shallow [/I]part and the other be the [I]deep [/I]part of the same plane made sense in that regard. That is about it though. On the other hand, they are [B]not [/B]similar in a few key areas. It is like comparing fog to outer space, as they are as dissimilar as a planes of air and vacuum. You can see buildings/walls/terrain, hear (or not depends on edition I've read) and see people, and experience spells on the ethereal. On the astral you .. don't even see the prime world in most cases. It isn't there, usually having to find a portal or a piece of stable rock in a swirling sea. Heck on the astral you don't even pass through walls like you do on the ethereal. There may be more or at least different denizens in the astral, but that's about it. Now, with all that said, they can be related. On our planet there is a sphere of air surrounded by vacuum. But they are NOT the same thing. The air is where the people are, it has objects and life. Space might be faster to travel and might connect a lot of things; just like several interpretations of the astral. There might be a plane(t) of "vulcans". You travel in space/astral to get there but you go TO the world to adventure. That world has certain properties, like the ethereal (walking through walls) and other connections to other planes. At the end of the day you might transport/teleport back and live on the spaceship .. in space. But I doubt you would confuse the two if you experienced them. Also, either way I don't really care about what WotC does. I have a cosmology I've put a lot of work into and I'm not going to change it just because they are releasing 5e. Mine is big enough to accommodate whatever they come up with and it keeps the best pieces of key lore intact. [/QUOTE]
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