BlakeRyan, I found it helpful to think of gehenna, bytopia, etc. as estuaries (between the "big 8" planes) as much as full blown planes in themselves. It makes them more up for grab: boundaries shift easily (ditto the nature of the planes), power converges--new items and races can come from the convergence, souls are up for grab, and even good planes can have intrigue. You could have: Archeron as a heavily patrolled demilitarized zone between Hell and Mechanus, Gehenna as a part of Hell...
I found it helpful to think of gehenna, bytopia, etc. as estuaries (between the "big 8" planes) as much as full blown planes in themselves. It makes them more up for grab: boundaries shift easily (ditto the nature of the planes), power converges--new items and races can come from the convergence, souls are up for grab, and even good planes can have intrigue. You could have: Archeron as a heavily patrolled demilitarized zone between Hell and Mechanus, Gehenna as a part of Hell where the devils have lost control of most of the real estate and the yugoloths have moved in, Carcini and Pandemonium are parts of their respective realms infected (but not yet absorbed) by the Abyss, Ysgard as a bulwark created by powers in Arborea to stop the expansion of Limbo that was created after some displaced (by 5e) 4e primal spirits occupied some unguarded border space between Arborea and Elysium (the Beast Lands) [the Arboreans didn't want to go through that again], Bytopia is a joint construction project between Mt. Celestia and Elysium, and Arcadia is where Mt. Celestia and Mechanus litigate over who has dominion over "justice."
I preferred the newer names of Yugoloths, Gehreleths etc. Otherwise, it Demon, Daemon, Demodand, basicly - Demon, Demon, Demon... Anthraxas is a good name, because it makes it sick just hearing it. You know is bad without any explanation. Phraxus could be anything - it could be a new model of car.
Are you saying to ignore players who want modules they can unbolt? I don't have a lot of money, but I'm sitting on a skill system I developed for C & C, and I think it'll fit this game perfectly as long as you can't Feint with a Bluff check.
Zippy, there are spells that bring characters back to life, from old school reincarnation to true resurrection at higher levels to raise dead at lower levels. It was a pain but if you needed to keep plot lines going with certain characters, these were ways to keep them going but also modify them because of setbacks. If the characters always survive, the game is boring. If the PCs always succeed, the success is not that cool. Surviving a killer dungeon with riddles, and interesting traps, and...
View full commentZippy, there are spells that bring characters back to life, from old school reincarnation to true resurrection at higher levels to raise dead at lower levels. It was a pain but if you needed to keep plot lines going with certain characters, these were ways to keep them going but also modify them because of setbacks. If the characters always survive, the game is boring. If the PCs always succeed, the success is not that cool. Surviving a killer dungeon with riddles, and interesting traps, and nasty baddies that can kill, end an adventure or set it back a great deal, makes it for me. The randomness of it is key. Even the most prepared can get their head taken off by an insane trap or save or die spell. We roll dice in this game. Sometimes you should die, if you roll a 1. Or just plain crappy. I am for more spell choices for sure. I am for more options. The variety of the game is what sets it a part from every other game in the world. The options should be endless. Push the envelop and make people use their brain. Easier isn't better. More spells, better progression after 10th and don't forget the magic items. Why aren't they integrated yet? They seem to break the encounter rules. The Flame Tongue Sword is broken relative to every other weapon. If there was more variety, we would have more to argue about!
The conventional pantheons are strongly influenced by the cotemporal expanse of the Far Realm which led to the stratification of the Outer Planes. Events in the nonlinear region are essentially fixed and it is convenient to think of them as causative to the Cataclysm out of which the demihuman races (and yugoloths) arose. Though seemingly made over into our own, however, the same universe still exists in which the celesternals are not divided between angels and devils, and persist in their...
View full commentThe conventional pantheons are strongly influenced by the cotemporal expanse of the Far Realm which led to the stratification of the Outer Planes. Events in the nonlinear region are essentially fixed and it is convenient to think of them as causative to the Cataclysm out of which the demihuman races (and yugoloths) arose. Though seemingly made over into our own, however, the same universe still exists in which the celesternals are not divided between angels and devils, and persist in their persecution of the demons, the giants have never ceased to rule over the apians within the spheres of light, the wildmen still contribute to the prosperity of the empires of the mind seekers, and the lesser abominations continue to dominate the gobbels. (The hermetic protoillithids are dismayed by their mind flayer descendants' decline into the subjugation of inferior servitors.) Fractured realities also exist in which the primary conflict is between Law and Chaos, for example, or the kingdoms of the giants coexist in peace with those of humanoids.
The three species of precosmological protohumans are related, though not closely, to the humanoid races. The several breeds of orcs are descendants of apians and an intermediate race between wildmen and humans, the cavemen. The interaction of wildmen and cavemen with gobbels led to the origins of dwarves, troglodytes, and also other protohuman races which diverged into bestial monstrous humanoids such as minotaurs and gnolls. Goblinoids and kuo-toa are the proud descendants of those gobbels whose bloodline was not sullied. Elves and sahuaguin claim similarly pure descent from the giants' apian slaves. The apians also crossbred with gobbels, producing another protohuman ancestor race, olbitlans, which rehybridized with apians to create halflings, and gobbels to produce gnomes. In most cases, humanoids related through a hybrid race can interbreed, but these small races are difficult to crossbreed.
Similarities in appearance and behavior have led to the existence of confusion among the original protohumans, humans, and contemporary protohumans such as gith and fey. Besides humans and mermen, shadar-kai, githyanki and githzerai are all descendants of wildmen, who were initially adopted by their protoillithid patrons because they demonstrated admirable loyalty to the group. Fey have both apian and wildmen blood and were shaped by their exposure to elemental forces, whereas the disobedient...
View full commentSimilarities in appearance and behavior have led to the existence of confusion among the original protohumans, humans, and contemporary protohumans such as gith and fey. Besides humans and mermen, shadar-kai, githyanki and githzerai are all descendants of wildmen, who were initially adopted by their protoillithid patrons because they demonstrated admirable loyalty to the group. Fey have both apian and wildmen blood and were shaped by their exposure to elemental forces, whereas the disobedient wildmen who hid from their masters in the planes of Shadow, long before the treachery of Gith, eventually became the shadar-kai.
Here is a new idea for high level characters because they do not get additional feats--give them feat swapping. That is, at higher levels you gain feats as normal, but for any given adventure/session you can only slot so many feat choices. That way a fighter could really practice his old tricks and start using them again if needed, and the wizard could prepare the ability to perform other, more archaic tricks. This gives the characters additional flexibility and planning possibilities for...
View full commentHere is a new idea for high level characters because they do not get additional feats--give them feat swapping. That is, at higher levels you gain feats as normal, but for any given adventure/session you can only slot so many feat choices. That way a fighter could really practice his old tricks and start using them again if needed, and the wizard could prepare the ability to perform other, more archaic tricks. This gives the characters additional flexibility and planning possibilities for high-level, and keeps the characters interesting. I wouldn't make it cost money or anything unless there is a more advanced mechanic developed such as spending experience points to gain abilities, which I doubt will be added to DnDNext (although I personally believe that's what should be done).
The argument would be that, the assumption of bounded accuracy is that a magic item will help a character, but it should not be necessary to defeat a monster. A +1 to hit and damage will not be the tipping point, nor would a similar bonus to AC, etc. In 4e, at higher levels you need magic items to keep up. The idea is to allow for low to high magic campaigns fit in the same system. Also, having the character be about his race, class, etc first, and his magic items are a nice addition, not a key...
View full commentThe argument would be that, the assumption of bounded accuracy is that a magic item will help a character, but it should not be necessary to defeat a monster. A +1 to hit and damage will not be the tipping point, nor would a similar bonus to AC, etc. In 4e, at higher levels you need magic items to keep up. The idea is to allow for low to high magic campaigns fit in the same system. Also, having the character be about his race, class, etc first, and his magic items are a nice addition, not a key component.
I found it helpful to think of gehenna, bytopia, etc. as estuaries (between the "big 8" planes) as much as full blown planes in themselves. It makes them more up for grab: boundaries shift easily (ditto the nature of the planes), power converges--new items and races can come from the convergence, souls are up for grab, and even good planes can have intrigue. You could have: Archeron as a heavily patrolled demilitarized zone between Hell and Mechanus, Gehenna as a part of Hell...
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