Lord Pendragon said:
You know, it's hard to imagine a book better than the 3.0
Manual of the Planes. The only thing I can think of that would make me buy it would probably be Planescape 3.5.
That's funny. I read the original Planescape setting (at least I think the box was the original) and hated it. It's no better than SpellJammer, IMO. And I'm truly baffled at all the people who like it so much.
I dislike Sigil. I dislike planar metropoli (from the ELH). I dislike, in the strongest possible terms, PC making their homes in the outer (or even inner/elemental) planes. And I want to run a sword through someone whenever I hear/read the word "berk".
I have a very Prime-centric view of the campaign. I like the idea of gatecrashing the underworld, approaching a god in their home to petition a favor or deliver a quest item, or entering the elemental plane of Fire to retrieve a rare and special opal. Even if the campaign reached the power level where those were the typical adventures that PCs undertook, at the end of the day, they should still hang their hat on the prime somewhere. And low level characters have absolutely no business being in the planes -- if you can't at least hold your own against a minor demon, you should just stay home.
So, what I'd like to see in the Planar Handbook is information about running adventures into the planes and how to tie them back to the Prime. That can mean PrCs, feats, spells, items, artifacts, monsters (definitely want to see new outsiders), or what-have-you.
If there are faction-based anything, they should be Prime-planar factions that interact (or try to interact) with planar entities/locations in some way. I can see factions existing in the planes, but if they don't have some impact on the Prime, I'm not interested. Actually, I think it'd be awesome to see how planar faction affected the Prime, so add that to the list.
I want outer planes that feel like Olympus or Hades or Asgard or the
Inferno. You know, something mythic and otherworldly. Hell doesn't have a Walmart -- okay, maybe
Hell does, but Heaven doesn't.
I'd love to see a book on planar adventures. Unfortunately, I didn't think there was much in Planescape worth having in any game worth playing (some, but not things like Sigil) and if it's this book is Planescape 3.5, then I'm extremely unlikely to buy it unless it has enough good stuff that it's still of value after I cull all the stuff about Sigil, planar bazaars, etc.