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My wishes for 6e: less dark vision and spellcasting classes
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<blockquote data-quote="James Gasik" data-source="post: 8579186" data-attributes="member: 6877472"><p>Adventures on the Outer Planes are a fairly old school concept, and the Great Wheel was intended as the next logical destination for high level play. Planescape monopolized on this, as, basically, ANYTHING GOES on the outer planes. The sub-layers of different Planes could provide their own unique problems. A Plane where Magic doesn't work? Check. A Plane where coming in contact with a river will make you forget who you are? Check.</p><p></p><p>A Plane where the atmosphere ends 10' up? Check. A Plane that consists of an endless battlefield full of warriors who come back to life no matter how many times you kill them? Check. A Plane where time flows backwards and players run the risk of becoming so young they are helpless, or even ceasing to have ever been born? Check.</p><p></p><p>When the time came to explore the Planes in 4e (like in the later stages of Scales of War), a lot of what had been established in the old Great Wheel was recycled. I found myself piloting the head of a dead God through the Astral Sea to a Citadel run by the Arcane from Spelljammer (now renamed the Mercane) to bring the fight to the Githyanki Emperor (who had imprisoned the latest incarnation of Gith, who we had to free). And it was awesome, but ultimately, it made me really wonder why they had bothered to change the Planes at all if you were just going to have the same adventures. Even the Feywild wasn't a new idea- Fey had long been said to come from an Alternate Prime Material Plane.</p><p></p><p>And even when I visited the Shadowfel, it really felt more like Ravenloft to me- to the point that there were "Domains" in the Shadowfel ruled by Dark Lords (Scales of War had me visit the Domain of Betrayal, where we fought Kas- the legendary warrior who had betrayed Vecna).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8579186, member: 6877472"] Adventures on the Outer Planes are a fairly old school concept, and the Great Wheel was intended as the next logical destination for high level play. Planescape monopolized on this, as, basically, ANYTHING GOES on the outer planes. The sub-layers of different Planes could provide their own unique problems. A Plane where Magic doesn't work? Check. A Plane where coming in contact with a river will make you forget who you are? Check. A Plane where the atmosphere ends 10' up? Check. A Plane that consists of an endless battlefield full of warriors who come back to life no matter how many times you kill them? Check. A Plane where time flows backwards and players run the risk of becoming so young they are helpless, or even ceasing to have ever been born? Check. When the time came to explore the Planes in 4e (like in the later stages of Scales of War), a lot of what had been established in the old Great Wheel was recycled. I found myself piloting the head of a dead God through the Astral Sea to a Citadel run by the Arcane from Spelljammer (now renamed the Mercane) to bring the fight to the Githyanki Emperor (who had imprisoned the latest incarnation of Gith, who we had to free). And it was awesome, but ultimately, it made me really wonder why they had bothered to change the Planes at all if you were just going to have the same adventures. Even the Feywild wasn't a new idea- Fey had long been said to come from an Alternate Prime Material Plane. And even when I visited the Shadowfel, it really felt more like Ravenloft to me- to the point that there were "Domains" in the Shadowfel ruled by Dark Lords (Scales of War had me visit the Domain of Betrayal, where we fought Kas- the legendary warrior who had betrayed Vecna). [/QUOTE]
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