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worlds and monsters is in my hands
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<blockquote data-quote="Sir Brennen" data-source="post: 3991164" data-attributes="member: 553"><p>If you want to model your sun and sea bottoms after their real-world counterparts, go ahead. It probably does help players relate to your fantasy world better. (Though I would content that plenty of D&D adventures and fantasy literature in general ignore issues of water pressure.) But what real world counterpart is your elemental plane of fire replicating? Oh, wait. Nothing. So, if you're starting from scratch, why make the plane inhospitable rather than someplace you might actually be able to set an adventure? As a fantasy concept, there's suspension of disbelief in either model, but one happens to be actually useful in playing the game and coming up with stories.</p><p></p><p>I think you're over-emphasizing the "easily accessible" idea. It's not like the local blacksmith jaunts over to the Elemental Tempest to get hot coals for his forge every week. They've mentioned the planes as places that might be occasionally visited for Paragon-level (10+) characters, and part of normal adventuring for Epic-level characters. To me, this doesn't seem too much out of line with previous editions. I also don't imagine that these places are so safe that one would go there without some magical precautions. The Eberron planes are probably a pretty good comparison.</p><p></p><p>And no, you can't place an adventure on the sun. It's just a hole in the celestial dome that the light of the Astral Sea shines through, so you couldn't actually land there, silly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 3991164, member: 553"] If you want to model your sun and sea bottoms after their real-world counterparts, go ahead. It probably does help players relate to your fantasy world better. (Though I would content that plenty of D&D adventures and fantasy literature in general ignore issues of water pressure.) But what real world counterpart is your elemental plane of fire replicating? Oh, wait. Nothing. So, if you're starting from scratch, why make the plane inhospitable rather than someplace you might actually be able to set an adventure? As a fantasy concept, there's suspension of disbelief in either model, but one happens to be actually useful in playing the game and coming up with stories. I think you're over-emphasizing the "easily accessible" idea. It's not like the local blacksmith jaunts over to the Elemental Tempest to get hot coals for his forge every week. They've mentioned the planes as places that might be occasionally visited for Paragon-level (10+) characters, and part of normal adventuring for Epic-level characters. To me, this doesn't seem too much out of line with previous editions. I also don't imagine that these places are so safe that one would go there without some magical precautions. The Eberron planes are probably a pretty good comparison. And no, you can't place an adventure on the sun. It's just a hole in the celestial dome that the light of the Astral Sea shines through, so you couldn't actually land there, silly :p [/QUOTE]
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