I always thought the Ur-priest from the Book of Vile Darkness would make an interesting athar-style prestige class.Psion said:(Athar, I am looking at you.)
Ambrus said:Sounds like a great start! What are you yourself playing and is the campaign post Faction War? Are you using the planewalker.com campaign setting?
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Ambrus said:Nice responses guys. Good summary Oryan77. Could you elaborate on the Afiliations system you use for faction membership? Is that a newly published game mechanic? I'm not familiar with it.
It depends. Do you care about Sigil? Do you want to preserve the philosophical tones of the factions? If so, pre-Faction War is the better Planescape. I say this having looked at what planewalker.com has done with the setting and not liked it at all. It has always seemed to me that planewalker.com is more about playing house with fan favorite characters and tooling with mechanics than converting Planescape to 3E. When I started my conversion, I really looked through the site (and its horrendous layout) for something to snag if only out of tribute for all the work they've done. I found nothing.Ambrus said:The new 'official' setting mixes up all the old factions, adds a few new ones and pretty much cuts them off from Sigil in any meaningful way. I'm not certain I care to play in a post Faction War campaign. Is it pretty much the same, better or worse than the original?
My experience in 2E was good. My 3E group had a harder time of things because we meet infrequently and play for short periods. The problem with Planescape adventures is that they almost all begin with an investigation to find either an NPC or a murderer, and this does not work well at all broken up across 6 weeks of time. My advice in this situation would be to get through the investigation quickly before the players get frustrated.Ambrus said:I'm curious to hear about your own Planescape experience (both 2e and 3e), what were the best parts of the campaign setting, what type of adventures did you play through and what, if anything, would you do differently if you were to play in a revamped 3.5e Planescape campaign nowadays? Which published Planescape adventures were the best in your opinion?
I have a copy of Harbinger House. It always seemed kind of interesting though I've long had some doubts about how it would play out at the table.JustKim said:My favorite adventure was Harbinger House.
JustKim said:Among my least favorites is Tales from the Infinite Staircase. It's a long adventure split into modular mini-adventures, connected to a planar device which removes the need for Sigil. I didn't like the device, because I was basing adventures out of Sigil, so I tried to insert some of the mini-adventures without the overarching plot. A problem arose when I realized that some of the adventures don't even have their own goals, let alone conclusions, when used alone. I dropped that one quickly.
As mentioned, the affiliation system is described in the PHB2 book. It's a pretty simple mechanic to add into your game. At first glance it looks a little complicated, but once you read how it actually works it's pretty simple (and fun).Ambrus said:Nice responses guys. Good summary Oryan77. Could you elaborate on the Afiliations system you use for faction membership? Is that a newly published game mechanic? I'm not familiar with it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.