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General Tabletop Discussion
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Planar Configurations; How Do You Design The Multiverse?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7424933" data-attributes="member: 6778044"><p>I don't.</p><p></p><p>The various "theories" presented in the sourcebooks over the years are just that, theories, in my campaign. Those and many others exist. The reality is, since characters rarely visit the planes in my game, it's all irrelevant, until such time they do. </p><p></p><p>Where it does matter is in magic use. Specifically any magic that reaches out to the planes (as most witchcraft does in my campaign). Anything that opens a conduit to another plane provides an opportunity for a creature of those planes to utilize the conduit. The most common creatures to take advantage of this, of course, are fiends. So casting spells that meddle with planar magic risks an encounter in one way or another with fiends or other creatures. </p><p></p><p>Regardless, the structure of the planes is largely irrelevant in play of any sort. What really matters is the connections between them. How do you get from here to there. For example, the River Styx flows through many of the lower planes. Whether those are in the shape of a wheel, a tree, etc. doesn't really matter. What matters is that you can climb into a boat to get from one to another, should the conditions be right.</p><p></p><p>Can you get to an outer plane directly, or do you have to utilize the astral plane to get there? Can you go between the outer planes, or only between adjacent ones? If so, the exact arrangement doesn't matter, just a description of which planes are adjacent, or more specifically, defining which planes have connections to which other planes.</p><p></p><p>Also, like everything in my campaigns, none of this really becomes canon until it enters play. And even then, it doesn't mean that it's the only way, just the one that matters right now.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7424933, member: 6778044"] I don't. The various "theories" presented in the sourcebooks over the years are just that, theories, in my campaign. Those and many others exist. The reality is, since characters rarely visit the planes in my game, it's all irrelevant, until such time they do. Where it does matter is in magic use. Specifically any magic that reaches out to the planes (as most witchcraft does in my campaign). Anything that opens a conduit to another plane provides an opportunity for a creature of those planes to utilize the conduit. The most common creatures to take advantage of this, of course, are fiends. So casting spells that meddle with planar magic risks an encounter in one way or another with fiends or other creatures. Regardless, the structure of the planes is largely irrelevant in play of any sort. What really matters is the connections between them. How do you get from here to there. For example, the River Styx flows through many of the lower planes. Whether those are in the shape of a wheel, a tree, etc. doesn't really matter. What matters is that you can climb into a boat to get from one to another, should the conditions be right. Can you get to an outer plane directly, or do you have to utilize the astral plane to get there? Can you go between the outer planes, or only between adjacent ones? If so, the exact arrangement doesn't matter, just a description of which planes are adjacent, or more specifically, defining which planes have connections to which other planes. Also, like everything in my campaigns, none of this really becomes canon until it enters play. And even then, it doesn't mean that it's the only way, just the one that matters right now. [/QUOTE]
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