Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
EN Publishing
The Planes of the Obscurati, A List and A Question
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Andrew Moreton" data-source="post: 8437650" data-attributes="member: 6920268"><p>Within the current description of creating multiple planes in the same planet slot there is no difference between any of the planes. So there what is a planet and a moon is entirely semantics. As written a trivial series of skill checks lets you combine any 2 planes in any slot. You could easily produce house rules which designate some planes as 'moons' and as a result give those planes a lesser effect or something . That is something I did not consider and would have provided even more complications.</p><p>As it is a I produced an escalating series of skill checks to make mass manipulation a bit more difficult , they still did it though. I did draw the line at remaking the solar system as a Binary System or even a Kempler Rossette. If I remember correctly most slots had 2 or even 3 planes in a slot and creative use of skill boosters and dice roll fixing was needed to finish their manipulation. The important thing being to make sure the level of planar manipulation the GM and Players want is achievable with some difficulty so they have to work for their victory but can succeed , so the difficulties should be based on the player groups skills. I sat down and worked out what the best rolls the characters could get with all the boosts was and designed it so that achieving their perfect vision would push them to the edge of their abilities</p><p>For house rules there are a lot of things which could be added depending on what those house rules are.</p><p></p><p>I did implement Nic's favoured planes without the changes the pc's had persuaded the Ob to make. I did this because Nic is ALWAYS RIGHT and anyone who disagree's with him is WRONG and probably a TRAITOR to the cause. The players changes were discredited in his mind not just because they were not the way he saw things but because his enemies had helped add them and therefore there was probably a plan to destroy his PERFECT VISION. I always tried to make Nic seem reasonable up until push came to shove then his ianability to change , compromise or negotiate on signifigant matters came to the fore. If he is reasonable and compromises it reduces his viability as a villain as a reasonable world could be reached, I think it helps if the players think the Ob is close to being reasonable but when it comes down to the Wire Nic as a ghost will not bend or change and as his history shows he has never really been principled in his methods. This UNYIELDING SELF-RIGHTEOUSNESS explains his movement to the watchmaker solution in the final act as he realises all these fools lack his VISION and only he can make everything right. (Capitals in Nic's mind)</p></blockquote><p></p>
[QUOTE="Andrew Moreton, post: 8437650, member: 6920268"] Within the current description of creating multiple planes in the same planet slot there is no difference between any of the planes. So there what is a planet and a moon is entirely semantics. As written a trivial series of skill checks lets you combine any 2 planes in any slot. You could easily produce house rules which designate some planes as 'moons' and as a result give those planes a lesser effect or something . That is something I did not consider and would have provided even more complications. As it is a I produced an escalating series of skill checks to make mass manipulation a bit more difficult , they still did it though. I did draw the line at remaking the solar system as a Binary System or even a Kempler Rossette. If I remember correctly most slots had 2 or even 3 planes in a slot and creative use of skill boosters and dice roll fixing was needed to finish their manipulation. The important thing being to make sure the level of planar manipulation the GM and Players want is achievable with some difficulty so they have to work for their victory but can succeed , so the difficulties should be based on the player groups skills. I sat down and worked out what the best rolls the characters could get with all the boosts was and designed it so that achieving their perfect vision would push them to the edge of their abilities For house rules there are a lot of things which could be added depending on what those house rules are. I did implement Nic's favoured planes without the changes the pc's had persuaded the Ob to make. I did this because Nic is ALWAYS RIGHT and anyone who disagree's with him is WRONG and probably a TRAITOR to the cause. The players changes were discredited in his mind not just because they were not the way he saw things but because his enemies had helped add them and therefore there was probably a plan to destroy his PERFECT VISION. I always tried to make Nic seem reasonable up until push came to shove then his ianability to change , compromise or negotiate on signifigant matters came to the fore. If he is reasonable and compromises it reduces his viability as a villain as a reasonable world could be reached, I think it helps if the players think the Ob is close to being reasonable but when it comes down to the Wire Nic as a ghost will not bend or change and as his history shows he has never really been principled in his methods. This UNYIELDING SELF-RIGHTEOUSNESS explains his movement to the watchmaker solution in the final act as he realises all these fools lack his VISION and only he can make everything right. (Capitals in Nic's mind) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
The Planes of the Obscurati, A List and A Question
Top