To rebut and expand: Imagine two planes. One is the Plane of Nothing But Cheese, and the other is the plane of Random Unexpected Cheese.StarFyre said:The implied nature that the new addition moves further away from RP...yes, any system can have heavy RP since that'sthe style of the DM....BUT, the game itself, when they say that they are taking away the more difficult or harsh parts of certain planes to make them easier to use...that not only takes away the challenge of those places but makes it much more cookie cutter.
In older adventures, it mentions that players have to do research on stuff, prepare, etc.
Now, and I understand it probably does make it more fun for most people, they don'[t have that issue.
People don't need to ask the right questions to research as often, prepare, properly equip, etc.
Creatures have less or no immunities, most creatures won't have spells that can cause a hindrance to the party, planes are easier to survive in.
It's not a bad thing overall IMHO; it's a bad thing for my players and my style..but again, we'll just house rule the 50% of 4E that we don't like and keep the 50% we do like![]()
On the plane of Nothing but Cheese, travelers know that there is nothing but petrifying Gorgonzola and beneficent Gouda cheese, and thus they go in buffed to the gills vs. cheese. Anything that requires that much protection becomes uninteresting: the actual effects of the plane are so deadly that full protection must be worn which, paradoxically, removes all danger of the surroundings.
On the plane of Fire, Dispel Magic is scarier than Fireball.
That's bad.
On the plane of Random Unexpected Cheese, travelers know that there are rivers of molten cheese and wild bands of Monterey Jacks out there, but they can see them coming. Cheesepuffs blow on the wind, so they need to be a bit careful, but the protection they need to bring isn't the same; if they get dispelled, they'll need to take cover, but they can survive with some pluck and luck.
Consider the Shadowfell which is ghost-haunted and shot through with spectral doldrums, which has sudden unexpected soul storms blowing through, bringing grim reminders of the briefness of all mortal existence. Contrast this with the Negative Energy Plane, which kills you in about as many rounds as you have levels.
I would still want to prepare to visit the Shadowfell, but it's a *lot* more interesting. If I don't last long enough on the negative because of its homogeneity of hostility, I don't get to have fun. That's not interesting -- focused areas that Just Kill You are fine, but an entire plane? Why bother? You have to shield yourself so heavily to go there that it `doesn't count` anymore.
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