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Manual of the Planes: The Evolution of Rules Complexity
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<blockquote data-quote="Sir Brennen" data-source="post: 4605405" data-attributes="member: 553"><p>To a degree, yes. The rules are nice and neatly summarized under "subjective gravity" as a planar trait, rather than having to remember all the specifics for just one plane. And I daresay, they're more intuitive. The only real mechanical change to a character is they gain fly at 1/2 move.</p><p></p><p>Though, making an added feature of the plane to allow one square per point of Int bonus would work with the existing system more consistently, and wouldn't add to the complexity by that large a measure.</p><p></p><p>But when comparing to earlier editions, that wasn't the only special rule related to Astral travelers. IIRC, most of your mental stats essentially replaced your physical stats, so that Int became Str, Wis became Dex and... well, I'm not sure if Cha became Con, but it sure seems likely such symmetries were enforced. Plus the special rules of calculating movement.</p><p></p><p>I remember running an encounter in the olden days, where a group of astral wolves pulled the party (somewhat low level) into their plane. Then we spent the next several minutes (and I do mean several) having everyone re-calc their movement, AC, attacks, etc. And then have questions and double-checking come up throughout each round of combat. And that wasn't even including all the <em>other</em> special rules for planar travel, like magic items losing a +1 per plane away from their origin.</p><p></p><p>Conceptually, having a realm where mind is more important than body, cool. In practice, a huge PITA.</p><p></p><p>Plus, any fighter or thief got fairly hosed, as their mental stats were usually pretty low, and became disproportionately important in this environment - i.e., a fighter with low Int was more handicapped on this plane than a wizard with low Str was on the Prime Material. You say having such rules in 4E would break things and that's why it was omitted. I suggest the mechanics were broken even in previous editions.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 4605405, member: 553"] To a degree, yes. The rules are nice and neatly summarized under "subjective gravity" as a planar trait, rather than having to remember all the specifics for just one plane. And I daresay, they're more intuitive. The only real mechanical change to a character is they gain fly at 1/2 move. Though, making an added feature of the plane to allow one square per point of Int bonus would work with the existing system more consistently, and wouldn't add to the complexity by that large a measure. But when comparing to earlier editions, that wasn't the only special rule related to Astral travelers. IIRC, most of your mental stats essentially replaced your physical stats, so that Int became Str, Wis became Dex and... well, I'm not sure if Cha became Con, but it sure seems likely such symmetries were enforced. Plus the special rules of calculating movement. I remember running an encounter in the olden days, where a group of astral wolves pulled the party (somewhat low level) into their plane. Then we spent the next several minutes (and I do mean several) having everyone re-calc their movement, AC, attacks, etc. And then have questions and double-checking come up throughout each round of combat. And that wasn't even including all the [I]other[/I] special rules for planar travel, like magic items losing a +1 per plane away from their origin. Conceptually, having a realm where mind is more important than body, cool. In practice, a huge PITA. Plus, any fighter or thief got fairly hosed, as their mental stats were usually pretty low, and became disproportionately important in this environment - i.e., a fighter with low Int was more handicapped on this plane than a wizard with low Str was on the Prime Material. You say having such rules in 4E would break things and that's why it was omitted. I suggest the mechanics were broken even in previous editions. [/QUOTE]
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