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the elemental planes are trash
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<blockquote data-quote="EzekielRaiden" data-source="post: 9389277" data-attributes="member: 6790260"><p>The "paraelemental" planes are the intersections between adjacent planes, making four new ones. So Air touches Fire producing the plane of Smoke (or sometimes Ash/Dust, depending on book, but see below) and on the opposite side Water producing the plane of Ice (or sometimes "Cold"). Earth+Fire is the plane of Magma, and Earth+Water is the plane of Ooze (or sometimes "Vapor").</p><p></p><p>Then there are the "quasielemental" planes, where each elemental plane touches the Positive/Negative Energy Plane. There are eight of these (element + Positive and element + Negative). In earth/air/fire/water order, positive then negative:</p><p></p><ul> <li data-xf-list-type="ul">Minerals</li> <li data-xf-list-type="ul">Lightning</li> <li data-xf-list-type="ul">Radiance</li> <li data-xf-list-type="ul">Steam</li> <li data-xf-list-type="ul">Dust</li> <li data-xf-list-type="ul">Vacuum</li> <li data-xf-list-type="ul">Ash</li> <li data-xf-list-type="ul">Salt</li> </ul><p></p><p>In other words, it's an extremely overcomplicated relationship between a whole bunch of things that are all equally ultra-hostile to the vast majority of living beings, and don't really serve any purpose other than to be a nasty place adventurers can't go but that elemental creatures can.</p><p></p><p>This is why I prefer 4e's Elemental Chaos. It's a single plane, but it can have any of the special features that all <em>eighteen</em> "inner planes" offer. Near-infinite seas of fire, vacuous stretches of nothingness, places where the ambient life-energy is so strong you'll explode if you linger too long.....while ALSO still having places that even a 1st-level adventuring party could theoretically visit, it'd just be dangerous, not "every breath is lethal unless you're continuously protected by magic."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9389277, member: 6790260"] The "paraelemental" planes are the intersections between adjacent planes, making four new ones. So Air touches Fire producing the plane of Smoke (or sometimes Ash/Dust, depending on book, but see below) and on the opposite side Water producing the plane of Ice (or sometimes "Cold"). Earth+Fire is the plane of Magma, and Earth+Water is the plane of Ooze (or sometimes "Vapor"). Then there are the "quasielemental" planes, where each elemental plane touches the Positive/Negative Energy Plane. There are eight of these (element + Positive and element + Negative). In earth/air/fire/water order, positive then negative: [LIST] [*]Minerals [*]Lightning [*]Radiance [*]Steam [*]Dust [*]Vacuum [*]Ash [*]Salt [/LIST] In other words, it's an extremely overcomplicated relationship between a whole bunch of things that are all equally ultra-hostile to the vast majority of living beings, and don't really serve any purpose other than to be a nasty place adventurers can't go but that elemental creatures can. This is why I prefer 4e's Elemental Chaos. It's a single plane, but it can have any of the special features that all [I]eighteen[/I] "inner planes" offer. Near-infinite seas of fire, vacuous stretches of nothingness, places where the ambient life-energy is so strong you'll explode if you linger too long.....while ALSO still having places that even a 1st-level adventuring party could theoretically visit, it'd just be dangerous, not "every breath is lethal unless you're continuously protected by magic." [/QUOTE]
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