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Unearthed Arcana: Travelers of the Multiverse
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<blockquote data-quote="Faolyn" data-source="post: 8420840" data-attributes="member: 6915329"><p>Several things, actually. There are a lot of valid complaints that say as written, the Factions don't really provide a lot of adventure hook or PC background material. Some Factions are written in such a way that a member PC would have almost no reason to join an adventuring party, particularly one that travels out of Sigil--why would a Bleaker (life is meaningless) or Dustman (we are all actually dead) decide to adventure? Other Factions are so antithetical to each other that if actually played well, the PCs would hate each other. Imagine a Sensate (in order to <em>know</em> that something is real, you must experience it) and a Doomguard (let's help entropy along by making sure things get destroyed) in the same party.</p><p></p><p>Another thing that might need updating are the rules of planes themselves. The DMG gives only a small amount of info on how the planes interact with people, while Planescape has tons of different rules and sub-rules, including things like how high a level spell priests can cast if they're on a different outer plane, and whether or not your spells or magic items are effective on a particular plane or even in a particular god's domain. While probably very little of this needs to actually be converted, actual rules on how magic works in the outer planes would be useful.</p><p></p><p>I have never played Planescape: Torment (it's on my Steam wish list, for whenever it goes on sale and I have a computer that won't choke), but I've <em>heard </em>you can do things like think certain creatures out of existence. That's a <em>very </em>Planescape thing, since belief and thought shape everything there, but it's not covered in 2e's rules. I bet that there <em>could </em>be rules for that, though.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8420840, member: 6915329"] Several things, actually. There are a lot of valid complaints that say as written, the Factions don't really provide a lot of adventure hook or PC background material. Some Factions are written in such a way that a member PC would have almost no reason to join an adventuring party, particularly one that travels out of Sigil--why would a Bleaker (life is meaningless) or Dustman (we are all actually dead) decide to adventure? Other Factions are so antithetical to each other that if actually played well, the PCs would hate each other. Imagine a Sensate (in order to [I]know[/I] that something is real, you must experience it) and a Doomguard (let's help entropy along by making sure things get destroyed) in the same party. Another thing that might need updating are the rules of planes themselves. The DMG gives only a small amount of info on how the planes interact with people, while Planescape has tons of different rules and sub-rules, including things like how high a level spell priests can cast if they're on a different outer plane, and whether or not your spells or magic items are effective on a particular plane or even in a particular god's domain. While probably very little of this needs to actually be converted, actual rules on how magic works in the outer planes would be useful. I have never played Planescape: Torment (it's on my Steam wish list, for whenever it goes on sale and I have a computer that won't choke), but I've [I]heard [/I]you can do things like think certain creatures out of existence. That's a [I]very [/I]Planescape thing, since belief and thought shape everything there, but it's not covered in 2e's rules. I bet that there [I]could [/I]be rules for that, though. [/QUOTE]
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