D&D (2024) The Multiverse in the 2024 Players Handbook

The boron is "earth" and "acid". Let's remember the borax is toxic.

In my game there is a "schism" because some people say metal should a separated element.

I don't mind so much about the paraelemental or quasielemental planes but about to can summon paraelemental and quasielemental monsters. Some times the punishmen against unholy souls is "reincarnation" into negative quasielemental because metagame reasons the divine classes may too specialiced into figting against infernal and undeads.
 

log in or register to remove this ad

Mind of tempest

(he/him)advocate for 5e psionics
If Water gets cold Earth usually gets acid.

I reverse it myself, as Earth lends stability and solidity it contribute to cold, whereas Water, being know for erosion and infiltration, gains acid.
cold is total absence, earth is just crushing mass it is the most mundane as it is the solid one if it has to have a damage type at or atomic would be the most workable as radioactive stuff tends to be solid.
 

Acid never fit well with Earth, but it is what they came up with in 3e, Bludgeoning damage is probably more appropriate but there has traditionally been balance concerns over that. In the past Bludgeoning, Piercing and Slashing were only resisted in attacks, and rarely resisted in spells and special attacks.

The 2024 rules seem to have resistances to those types apply to every source now, regardless if it's from an attack or a spell, possibly making spells that use those damage types weaker.
 

D&D is historically built to allow you to create whatever world you want. The more up front and embedded the implied setting, the less useful it is to that end.
It claims to be but really really isn't. The magic is far too specific for most settings, the martials are far too grounded for e.g. anime or Celtic myth, and the combat is far too consequence free for anything with more than sprayed on grit.
 

Yaarel

🇮🇱He-Mage
how is earth acid surely water being one of the most powerful solvents known should be the plane with acid damage?
"Acid" is a salt, whence Earth.

But also, I use the Acid of the "primordial" "elemental chaos" (and similar spells that combine Acid-Cold-Fire-Lightning-Thunder-Poison, like Chromatic Orb and Prismatic Spray) to represent the formation and disintegration of momentarily solid elemental Earth.

Hence, Acid is both Fire because it burns and Earth because it salt or a primordial Earth.

Also, Acid is weird, and it is ambiguous how to organize it thematically. Referring to the "primordial" spells is instructive. "Earth" is as good as any organization, and the primordial connotation is cool and magical. A fiery earthiness is sensible enough.


wood is the element of growth in classical Chinese thought, they merged water and air and somehow ended up with metal being also perfectly electromagnetism probably by blind luck.
Important, the Dao elements are kinds of movement, not kinds of substances.

For example, the vacuum of out space and the soil of the ground are the same element, because both are motionless.


I find the para elemental planes boring as the options suck rather than having more cool elements
I agree.

At the same time, I like the flavor of pairing the damage types with the Hellenist elements (substances), and applying each to two elements feels the best way to do it.

• Air-Water: "storm" Lightning-Thunder
• Water-Earth: Cold, Bludgeon-Pierce-Slash
• Earth-Fire: Acid
• Fire-Air: Radiant, Fire

• Ether (Force, Gravity, Fifth Element, Quintessence, Spirit, Soul): Force, Psychic

• Primal (Living Metabolism): Poison, Necrotic
 

Yaarel

🇮🇱He-Mage
It claims to be but really really isn't. The magic is far too specific for most settings, the martials are far too grounded for e.g. anime or Celtic myth, and the combat is far too consequence free for anything with more than sprayed on grit.
1e truly is freeform. The DM is supposed to invent a new world − and all mechanics are merely suggestions that anyway require homebrew to make operational.

But 2e (especially accumulations of "official" TSR) locked settings into place.

The 3e strove to simulate anything mechanically. Thus its mechanical entanglements constrain freeform.

4e strove for computer-like formulas that "remove the DM". Mechanics is everything, and flavor easily editable "fluff". But the flavors possible in 4e are awesomely customizable.

Because 5e is so tough and hard break mechanically, it is probably able to handle a more freeform approach to setting designs. DMs can introduce new mechanics without disrupting anything.
 



Mind of tempest

(he/him)advocate for 5e psionics
"Acid" is a salt, whence Earth.

But also, I use the Acid of the "primordial" "elemental chaos" (and similar spells that combine Acid-Cold-Fire-Lightning-Thunder-Poison, like Chromatic Orb and Prismatic Spray) to represent the formation and disintegration of momentarily solid elemental Earth.

Hence, Acid is both Fire because it burns and Earth because it salt or a primordial Earth.

Also, Acid is weird, and it is ambiguous how to organize it thematically. Referring to the "primordial" spells is instructive. "Earth" is as good as any organization, and the primordial connotation is cool and magical. A fiery earthiness is sensible enough.



Important, the Dao elements are kinds of movement, not kinds of substances.

For example, the vacuum of out space and the soil of the ground are the same element, because both are motionless.



I agree.

At the same time, I like the flavor of pairing the damage types with the Hellenist elements (substances), and applying each to two elements feels the best way to do it.

• Air-Water: "storm" Lightning-Thunder
• Water-Earth: Cold, Bludgeon-Pierce-Slash
• Earth-Fire: Acid
• Fire-Air: Radiant, Fire

• Ether (Force, Gravity, Fifth Element, Quintessence, Spirit, Soul): Force, Psychic

• Primal (Living Metabolism): Poison, Necrotic
but earth is rock, soil and sand it does not feel acid which is the grinding down of solid by liquid/
water is cold but so is the wind, cold is this deep absence to the world not a thing you touch, water Being acid goes well with its mutability and it grinds down the world, like all chaos does.
earth having some horrible and toxic at its depths feels more in line with the idea of what Earth is.
 


Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top