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Manual of the Planes

SlyFlourish

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After my happiness with the Draconomicon, I looked forward quite a bit to the Manual of the Planes. Who doesn't want to read about the powerful and dangerous outer worlds? Who doesn't want to find out what it is really like in the Shadowfell or the Elemental Chaos? Who wouldn't want to throw their players into the deepest depths of the Abyss to face beings of terrifying evil in their home world?

Unfortunately, where Draconomicon made itself clearly usable at the game table, the Manual of the Planes was little more than an extension of the chapter on the outer planes found in the Dungeon Master's guide. There are no encounters, no introductory adventures, no notable NPC stats, and a very sparse monster section that doesn't seem to know what sort of monsters it should have. There aren't even maps of the Shadowfell or Feywild.

Maybe it was a matter of having too much possible material that kept this book so vague. There are a lot of major places we would come to expect including details of the Astral Sea, the Elemental Chaos, the Shadowfell, the Faywild, the Abyss, and the Nine Hells. Unfortunately the book never gets into enough detail in any of these areas. Perhaps Wizards would have been better picking two at a time and focusing on them as they did with the Fiendish Codex series. A single book on the Shadowfell, for example, could be a lot more focused and a lot more usable.

Chapter one covers the basics of the planes including their structure, organization, travel, and other such things. This section also includes an all-too-brief section on Planar Hazards that includes only five hazards from level 11 to 26. I could have used about five hazards in each of the major areas - Astral, Elemental, Shadowfell, and Feywild.

Sigil is detailed quite a bit, the strange hold-out city that sits between worlds. Here we have some NPC personalities though without stats, without DM tips for running these NPCs, and without any artwork. There are also brief descriptions of the Far Realm and the Plane of Dreams.

Chapter's 2 and 3 cover the Feywild and Shadowfell. These chapters are packed with lengthy descriptions of travel, inhabitants, and locations. Again, there are no maps, no stat blocks, no sample encounters, no DM tips for describing these bizarre worlds to the players, and no hazards. The Shadowfell section, for example, has a five paragraph, 3/4 page description of a being known as the Dread Emperor without any stat block to be found. How useful is that if I have to write up my own stat block?

Chapter 4 covers the Elemental Chaos and actually does have two hazards of level 14 and 16. It describes Primordials for 2/3 of a page but again without a single stat block. Even the Forgotten Realms campaign book includes a Primordial. This chapter also describes the City of Brass, this time without even NPC descriptions.

The Abyss is crammed into this chapter as well with six pages of general descriptions of huge areas such as the Demonweb, Thanatos, and Azzagrat. Again no sample encounters, no abyssal hazards, no DM tips for building atmosphere for players, nothing I can actually use at the table.

Chapter 5 covers the Astral Sea with more piles of words describing various worlds. There are pages upon pages of descriptions of places my players will likely never go including Arvandor, Celestia, Chernoggar, Hestivar, and Kalandurren. The Nine Hells, an area that received an entire book in 3.5, is down to eight and a half pages. This is one of the few areas where I don't like the planar design. I can't get my head around the idea that all of the nine hells are really one big planet. Why not nine interlinked planets? I preferred the pancake hells, myself, given that it was more like Dante's Inferno. This is hell, after all,? Again, no stat blocks, sample encounters, or hazards.

Chapter 6 includes the Monsters of the Planes. There are a total of nineteen different types of monsters (a few more if you break them all out to their different tier versions). These monsters are spread from all over the planes. There's Astral Constructs, devils, demons, Shadowfell beasts, and fox thingies from the elemental chaos. With such a wide coverage of areas, there was clearly no focus for the few monsters included. We get two demon princes but what about the others? We get one devil lord but what about the other eight? There just aren't enough creatures for such a vast topic.

Chapter 7 is where the book really loses focus. Most of the other 4th edition books had clear designs for either the player or the DM. This is the only book I know if that includes ten pages of character material - mostly paragon paths. I would much have preferred WOTC to publish these paragon paths as part of D&D insider and use the extra pages for more hazards, maps, or sample encounters. How will this section be of any use to players if the book is held by the DM? I can't imagine a player would ever bother to buy this book just for those paragon paths. This is the first time a 4e book wasn't clearly focused for either the player or the DM.

Chapter 7 also includes a brief section on rituals and another on equipment. The equipment section isn't bad. WOTC has learned how to pack in a lot of items into a little bit of space and there are a lot of items here. For this part, I have few complaints. I only wish the rest of the book was as useful as this section.

In conclusion, the Manual of the Planes disappointed me. This is a book that could have been far longer, as long as the Forgotten Realms Campaign Sourcebook, and included a lot more table-usable material than it did. Instead of useful sample encounters, DM tips, NPC statistics, and overland maps, we get piles of general description text that offers little actual use. The book seemed scattered, too brief, and unsure of its intent.

I love the planes and I love most of the 4e design philosophy behind them, but I need a lot more as a DM in order to run it well at the table. I'm hoping this isn't the only book on the planes that we see. I, for one, would love an entire sourcebook on just the Shadowfell, for example. As it stands, now, the Manual of the Planes can be easily skipped. Unless you're looking for an encyclopedia-style book on the lore of the planes, not an actual gaming rulebook, save your money.
 
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I happen to disagree. In my opinion, new Manual of the Planes is an excellent position, and a great source of information to a DM.

There are no encounters, no introductory adventures, no notable NPC stats, and a very sparse monster section that doesn't seem to know what sort of monsters it should have. There aren't even maps of the Shadowfell or Feywild.

That's probably because the planes are core concept in the D&D cosmology. The encounters for the planes are in the Monster Manual. As for introductory adventures - the planes become available in the middle of the heroic tier, and a lot of DM could reasonably restrict them to paragon tier, so it'd be hard to depict a sensible adventures. The 'what sort of monster' thing is built in into the system: immortals come from Astral sea, elementals from Elemental chaos, shadow monsters and some undead from Shadowfell, fey from Feywild. And as for maps... Maps of Shadowfell/Feywild would be maps of the natural world, which, as the DMG says, shouldn't be already mapped. The world is yours, and so are the planes.


Maybe it was a matter of having too much possible material that kept this book so vague. There are a lot of major places we would come to expect including details of the Astral Sea, the Elemental Chaos, the Shadowfell, the Faywild, the Abyss, and the Nine Hells. Unfortunately the book never gets into enough detail in any of these areas. Perhaps Wizards would have been better picking two at a time and focusing on them as they did with the Fiendish Codex series. A single book on the Shadowfell, for example, could be a lot more focused and a lot more usable.

In my opinion there is a sufficient number of detail. Those are not campaign settings, but descriptions of the planes. One of the key concepts in the 4e settings is the Points of Light. Those places aren't terribly interesting, what's interesting is the kind of stories and battles told and fought on the planes. I feel that MotP4 fulfills this duty.



The Shadowfell section, for example, has a five paragraph, 3/4 page description of a being known as the Dread Emperor without any stat block to be found. How useful is that if I have to write up my own stat block?
Because that way you can use Dread Emperor as a foe in an adventure for 1st level characters.
 

Just a quick two cents: the 4E Manual of the Planes is actually my favorite book so far for 4E, and I consider it (if not indespensible) a fine tome. I would agree that it could have used more "crunch content" than it had, but the extensive details on the new cosmology, the background and setting data, and the general look and feel of the book were excellent.

Things I wish had been included: more monsters, some planar races for PCs (no Bariaur in a MotP book? Gah!), and perhaps a "ready to go" location in the Planes for time-tested DMs. That said, I hope they plan more follow ups to the MotP, because the new direction of planar adventures is a welcome change from the older cobbled-together cosmologies.
 

New NPCs

In the monster section are a handful of classic demon and devil lords- Bammophet, Graz'zt, amongst others. These are certainly major NPC villains for a campaign.
 

I think even 4E should be about more than just stat blocks. I found Manual of the Planes a much more interesting source of informations than Draconomicon: Chromatic Dragons.
 

I too disagree with some part of the review... With the 4e 30 levels spread, there is limited use for NPC stats... They end up being too powerful or not enough for my use.

I think informations about how such and such NPC interact, what plots/adventure hook they can be tied to is far more useful.

For the manual of the plane, I want fluff, not crunch, mostly. Sure, a few more generic hazards can be good (but, in fact, the game system make it easy to adjust up or down the level of a hazard...), as well as monsters. But key NPC ?


And I do like the new Hell/astral sea. Works much more nicely with my soon to be 4e setting where space = astral :D
 

I don't think it's so much the fluff versus the crunch that turned me off from the Manual of the Planes, but the lack of usable details. Once I read the section on the planes in the DMG and the Forgotten Realms Campaign Book, I felt like I had a good handle on how they work and what they're like generally. What I wanted, and expected, were more table-usable details. The way it's written now in MotP, I have to basically write all of that myself. Granted, many of us enjoy writing that stuff ourselves, but if that's the case, i don't really need the MotP to do that - I have enough of the gist in the DMG.

Coming up with descriptions of the planes for my players is easy. I've read so many fantasy novels and played enough games to piece together a good planar model. Building hazards, creatures, and encounters that are balanced and capture the atmosphere of a plane is hard. Even some samples would have gone a long way to help me along. I expected Wizards to do more heavy lifting with this one.
 

I was also disappointed in Manual of the Planes. I like 4E, I really do, but there are still a lot of things that I don't like about it. This version of the Manual of the Planes is one of those things.

I really like the fey wild and the shadow fell, but it did seem rather sparse. There were a few neat monsters and magic items that kept the book from being a total loss, but I can easily see skimming this book and then never actually using it. There's just not enough there to build usable adventures with.

Worst part is, I can almost hear the justification for not putting in usable material. The same reason the Forgotten Realms NPCs have no statistics as described on page 86 of the new FR hardcover... "It'll be on D&D Insider. D&D Insider will be cool one of these days, really." Or the idea that individual DMs will have the freedom to make exactly the game they want because there isn't any usable crunch outside of published adventures (although 4E was touted as being far easier to run and design adventures for). It's awfully damned frustrating.

A lot of the monsters in the core Monster Manual are already from the planes, so I can understand not having tons of new monsters. But there should've been more. If the book had been longer, it would have helped alot.
 

I found the MotP an excellent product. I have had serious concerns about whether 4e was really still a role-playing game more than just a tactical miniatures game. Both Draconomicon and now the MotP are really addressing those concerns. The book practically drips with ideas and intriguing details - the agents of Orcus scouring ruins for clues to the Raven Queen's true name, the macabre environments of the Nine Hells (and I like how the different layers of planes make sense now) and not to mention stats for nasties such as Baphomet.

It seems to me from this review that you were expecting something that you could lay out on the table and start running adventures and battles from. Well it does have good suggestions and some nice monsters. But it's aim is to provide a rich and interesting setting along with lots of interesting details and ideas. On those criteria, I think it does very well indeed. And as you said, production values are very high.
 

I prefer these kinds of books to have fluff, but the fluff was too fluffy (in addition to lacking enough crunch). There is not much information about the Shadowfell or fey wild to really make it feel significantly different than any part of the world. That's been my complaint with the adventures/articles in Dragon and Dungeon for these areas, and it is for this book as well. They tried to cover so much, with medium page count, that they covered nothing all that well. It's a decent book, but not great.
 

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