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Manual of the Planes for 5e on DMSGuild
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<blockquote data-quote="dave2008" data-source="post: 9220728" data-attributes="member: 83242"><p><strong><span style="font-size: 26px">Manual of the Planes Review - Episode 01</span></strong></p><p>[HR][/HR]</p><p>Well I have decided to lift my self imposed EnWorld ban to give some feedback as I go through this book in detail. First up is Chapter 1 - Character Creation:</p><p></p><p><strong><span style="font-size: 22px"><u>CHAPTER 1 - Character Creation</u></span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">BACKGROUNDS</span></strong></p><p><u>General: </u></p><p>Not a lot to say here. They seem similar to official WotC offerings in terms of balance, but I am not sure why there is a prerequisite for a planescape campaign. Maybe that is common in setting backgrounds and I have just ignored them! My only issue here is that there are only three. It seems to me like you could have one for each outer plane or at least some of them? I would be interested in: Abyssal, Mechanus, Ysgard, and other planar oriented backgrounds.</p><p></p><p><span style="font-size: 18px"><strong>FEATS</strong></span></p><p><u>General: </u></p><p>These look good and fun additions to the game. I will note that I don't have much experience with Feat design or using 3PP Feats. We have pretty much stuck to official and UA Feats in our game. I will say all the feats will connect the characters to, not surprisingly, some element of the planes. It really grounds the Feats and characters in the setting which is wonderful and a great way to give mechanical flavor to a setting IMO.</p><p></p><p><u>1st Level Feats:</u></p><p>Nice flavor for adding depth to new characters. They may be a bit OP for 1st level Feats as I thought they generally seemed like any other Feats and I think 1st level Feats are supposed to be weaker. However, i also feel that isn't 100% clear and I don't have a lot of experience with Feat design. They few here I "checked" seemed on par with an ASI to me and I didn't think that was the intent of 1st level feats. Regardless, I think these are fun additions to the game.</p><p></p><p>Specifically I think Resilience of Elemental Chaos seems a bit OP to me for 1st level, but I am sure others will disagree. It is one of those that is rather dependent on your setting/campaign. Maybe just one element?</p><p></p><p><u>4th Level Feats:</u></p><p>In addition to my general comments I will add they these seem balanced around what you can expect from WotC Feats will connecting well to the setting.</p><p></p><p><u>Epic Boon Feats:</u></p><p>Really like these and how they open up opportunities for epic gaming. Seems perfect for planar adventures to me! Nice flavor and mechanics</p><p></p><p><strong><span style="font-size: 18px">SPELLS</span></strong></p><p><u>General:</u></p><p>A quick caveat, I don't have a lot of experience design or balancing spells. That being said, I like the spells included they cover ground that I believe is missing from WotC products and seem thematically appropriate. The seem appropriate for their level. My only, very minor, issue is that it seems like there could have been more. At least, they were interesting enough that I wished there were more! I guess that is a good thing! A few quick comments about each:</p><ul> <li data-xf-list-type="ul"><strong>Ablative Dweomer (4th lvl): </strong>really like this one, can't believe it hasn't already been in a book.</li> <li data-xf-list-type="ul"><strong>Astral Sign (cangtrip):</strong> I don't have strong feelings about this cantrip. Seems fun and flavorful, but not sure how useful it is.</li> <li data-xf-list-type="ul"><strong>Metaconcert (7th lvl): </strong>This one looks fun. No idea if its balanced, but link your casting to other casters seems fun. It feels like it should require concentration though. I also think it could be buffed (unless I am missing something), as it seems like you are casting a 7th lvl spell to get access to more spells?</li> <li data-xf-list-type="ul"><strong>Modron March (3rd lvl): </strong>A modron summon spell, of course we need this!</li> <li data-xf-list-type="ul"><strong>Reality Maelstrom (9th lvl):</strong> Hello - we may have a contender to take the place of meteor storm on your 9th lvl spell list! Gonzo strong for a 9th lvl spell (opinions on this approach very so I will leave it to you). My only issue is not all of the effects seem to be equal in value as Shadowfell option seems significantly more powerful than the rest.</li> </ul><p><strong><span style="font-size: 18px">SPECIES</span></strong></p><p><u>General:</u> First a caveat, I have never designed a species or given much thought to if they are balanced or not. I don't really care about species balance as a DM. I just wanted to explain that, as it likely colors my opinion of a species. I am also not familiar with most of the species here, except the goliath and modron, so I will not be comparing these species to previous edition versions (if they exist).</p><p></p><p>In general I am not overly fond of giving a species specific spells they can cast, I would rather they have unique magical features, traits, and abilities. Unfortunately most of the ones here have some type of spell casting. Thus it is not surprising that the species with the fewest spells (Bariaur, Goliath, and Modron) are my favorites.</p><p></p><p>However, all of the species seem fun and interesting to play with most having clear hooks to a planar setting. Overall good and interesting design in my book!</p><p></p><p>Now a few quick comments for each:</p><ul> <li data-xf-list-type="ul"><strong>Axani, Chaond Legacy, Eventide, Primordial Genasi, and Shyft: </strong>These species all have a similar structure so I've grouped them together. With the caveats from above, these species seems a bit OP to me. They have a good deal of spellcasting (cantrip at lvl 1 plus spells at 3rd and 5th levels) tied to a feature that grants supernatural abilities. There are 3 to up to 12 (genasi) different features to choose from for each species. There is a lot of variety in each of these species that it feels like your are really getting multiple species with each one. The features tie into your planar origin / influence which is nice.</li> <li data-xf-list-type="ul"><strong>Bariuar:</strong> One of the shorter entries in this section, but also one of my favorite. It does everything I would want it to do for a little goat/centaur.</li> <li data-xf-list-type="ul"><strong>Exiled Modron: </strong>This one misses for me a bit. It may be because of historical precedent or balance reasons, but I would want to play a specific type of modron. Then, like the options above, you could have several "sub-species" options to choose from. I am also not a fan of "living construct." I understand why it is there, but I wish you just had to cast different spells to heal a modron!</li> <li data-xf-list-type="ul"><strong>Goliath: </strong>This is one of the shorter entries and it doesn't have any spells, so naturally it is one of my favorites! I really like the Giant Ancestry features and they provide interesting variety. Large Form is great too, though I wish it mentioned using Large weapons or somehow increased damage..</li> </ul><p></p><p><strong><span style="font-size: 18px">NEW ITEMS</span></strong></p><p><u>General:</u></p><p>This is a fun section with some interesting items, particularly of the non-magic variety. To my eye all of the items seem appropriate for their rarity (with perhaps one exception) and interesting options. I have only two issues: 1) I could always use more items; 2) these don't seem as tied to the planes as the rest of the entries in chapter 1.</p><p></p><p>Now on to a quick review of each item:</p><ul> <li data-xf-list-type="ul"><strong>Doubt Bomb: </strong>Love this item, my only minor issue is I am not sure how a non-magic item causes psychic damage. But that could just be me. I would also like to more powerful versions (higher DC, larger area, more damage, etc.)</li> <li data-xf-list-type="ul"><strong>Etherblade:</strong> The alien technology side bar is fun, but is oddly partially repeated in the text of the item itself. I mistake I would guess? Regardless, a glaive that also shoots rays of force - awesome! My issues are I would like the ray of force to have longer max range & more damage. Maybe a similar effects to the disintegrate spell by less severe. Also, I would like a way to recharge the weapon, even if it is just fluff or adventure hook.</li> <li data-xf-list-type="ul"><strong>Gorgonblood Mortar: </strong>Love this item, so much so I don't want to spoil it!</li> <li data-xf-list-type="ul"><strong>Lajandra's Lantern: </strong>This is the item that I feel has the wrong rarity (rare). It consumes potions to fuel it and it basically just gives off light. I think it could use something more (or perhaps lower it to uncommon?).</li> </ul><p></p><p>OK - that is it for chapter 1. I will be back later for chapter 2!</p></blockquote><p></p>
[QUOTE="dave2008, post: 9220728, member: 83242"] [B][SIZE=7]Manual of the Planes Review - Episode 01[/SIZE][/B] [HR][/HR] Well I have decided to lift my self imposed EnWorld ban to give some feedback as I go through this book in detail. First up is Chapter 1 - Character Creation: [B][SIZE=6][U]CHAPTER 1 - Character Creation[/U][/SIZE] [SIZE=5]BACKGROUNDS[/SIZE][/B] [U]General: [/U] Not a lot to say here. They seem similar to official WotC offerings in terms of balance, but I am not sure why there is a prerequisite for a planescape campaign. Maybe that is common in setting backgrounds and I have just ignored them! My only issue here is that there are only three. It seems to me like you could have one for each outer plane or at least some of them? I would be interested in: Abyssal, Mechanus, Ysgard, and other planar oriented backgrounds. [SIZE=5][B]FEATS[/B][/SIZE] [U]General: [/U] These look good and fun additions to the game. I will note that I don't have much experience with Feat design or using 3PP Feats. We have pretty much stuck to official and UA Feats in our game. I will say all the feats will connect the characters to, not surprisingly, some element of the planes. It really grounds the Feats and characters in the setting which is wonderful and a great way to give mechanical flavor to a setting IMO. [U]1st Level Feats:[/U] Nice flavor for adding depth to new characters. They may be a bit OP for 1st level Feats as I thought they generally seemed like any other Feats and I think 1st level Feats are supposed to be weaker. However, i also feel that isn't 100% clear and I don't have a lot of experience with Feat design. They few here I "checked" seemed on par with an ASI to me and I didn't think that was the intent of 1st level feats. Regardless, I think these are fun additions to the game. Specifically I think Resilience of Elemental Chaos seems a bit OP to me for 1st level, but I am sure others will disagree. It is one of those that is rather dependent on your setting/campaign. Maybe just one element? [U]4th Level Feats:[/U] In addition to my general comments I will add they these seem balanced around what you can expect from WotC Feats will connecting well to the setting. [U]Epic Boon Feats:[/U] Really like these and how they open up opportunities for epic gaming. Seems perfect for planar adventures to me! Nice flavor and mechanics [B][SIZE=5]SPELLS[/SIZE][/B] [U]General:[/U] A quick caveat, I don't have a lot of experience design or balancing spells. That being said, I like the spells included they cover ground that I believe is missing from WotC products and seem thematically appropriate. The seem appropriate for their level. My only, very minor, issue is that it seems like there could have been more. At least, they were interesting enough that I wished there were more! I guess that is a good thing! A few quick comments about each: [LIST] [*][B]Ablative Dweomer (4th lvl): [/B]really like this one, can't believe it hasn't already been in a book. [*][B]Astral Sign (cangtrip):[/B] I don't have strong feelings about this cantrip. Seems fun and flavorful, but not sure how useful it is. [*][B]Metaconcert (7th lvl): [/B]This one looks fun. No idea if its balanced, but link your casting to other casters seems fun. It feels like it should require concentration though. I also think it could be buffed (unless I am missing something), as it seems like you are casting a 7th lvl spell to get access to more spells? [*][B]Modron March (3rd lvl): [/B]A modron summon spell, of course we need this! [*][B]Reality Maelstrom (9th lvl):[/B] Hello - we may have a contender to take the place of meteor storm on your 9th lvl spell list! Gonzo strong for a 9th lvl spell (opinions on this approach very so I will leave it to you). My only issue is not all of the effects seem to be equal in value as Shadowfell option seems significantly more powerful than the rest. [/LIST] [B][SIZE=5]SPECIES[/SIZE][/B] [U]General:[/U] First a caveat, I have never designed a species or given much thought to if they are balanced or not. I don't really care about species balance as a DM. I just wanted to explain that, as it likely colors my opinion of a species. I am also not familiar with most of the species here, except the goliath and modron, so I will not be comparing these species to previous edition versions (if they exist). In general I am not overly fond of giving a species specific spells they can cast, I would rather they have unique magical features, traits, and abilities. Unfortunately most of the ones here have some type of spell casting. Thus it is not surprising that the species with the fewest spells (Bariaur, Goliath, and Modron) are my favorites. However, all of the species seem fun and interesting to play with most having clear hooks to a planar setting. Overall good and interesting design in my book! Now a few quick comments for each: [LIST] [*][B]Axani, Chaond Legacy, Eventide, Primordial Genasi, and Shyft: [/B]These species all have a similar structure so I've grouped them together. With the caveats from above, these species seems a bit OP to me. They have a good deal of spellcasting (cantrip at lvl 1 plus spells at 3rd and 5th levels) tied to a feature that grants supernatural abilities. There are 3 to up to 12 (genasi) different features to choose from for each species. There is a lot of variety in each of these species that it feels like your are really getting multiple species with each one. The features tie into your planar origin / influence which is nice. [*][B]Bariuar:[/B] One of the shorter entries in this section, but also one of my favorite. It does everything I would want it to do for a little goat/centaur. [*][B]Exiled Modron: [/B]This one misses for me a bit. It may be because of historical precedent or balance reasons, but I would want to play a specific type of modron. Then, like the options above, you could have several "sub-species" options to choose from. I am also not a fan of "living construct." I understand why it is there, but I wish you just had to cast different spells to heal a modron! [*][B]Goliath: [/B]This is one of the shorter entries and it doesn't have any spells, so naturally it is one of my favorites! I really like the Giant Ancestry features and they provide interesting variety. Large Form is great too, though I wish it mentioned using Large weapons or somehow increased damage.. [/LIST] [B][SIZE=5]NEW ITEMS[/SIZE][/B] [U]General:[/U] This is a fun section with some interesting items, particularly of the non-magic variety. To my eye all of the items seem appropriate for their rarity (with perhaps one exception) and interesting options. I have only two issues: 1) I could always use more items; 2) these don't seem as tied to the planes as the rest of the entries in chapter 1. Now on to a quick review of each item: [LIST] [*][B]Doubt Bomb: [/B]Love this item, my only minor issue is I am not sure how a non-magic item causes psychic damage. But that could just be me. I would also like to more powerful versions (higher DC, larger area, more damage, etc.) [*][B]Etherblade:[/B] The alien technology side bar is fun, but is oddly partially repeated in the text of the item itself. I mistake I would guess? Regardless, a glaive that also shoots rays of force - awesome! My issues are I would like the ray of force to have longer max range & more damage. Maybe a similar effects to the disintegrate spell by less severe. Also, I would like a way to recharge the weapon, even if it is just fluff or adventure hook. [*][B]Gorgonblood Mortar: [/B]Love this item, so much so I don't want to spoil it! [*][B]Lajandra's Lantern: [/B]This is the item that I feel has the wrong rarity (rare). It consumes potions to fuel it and it basically just gives off light. I think it could use something more (or perhaps lower it to uncommon?). [/LIST] OK - that is it for chapter 1. I will be back later for chapter 2! [/QUOTE]
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