shadzar wrote:
the this you fail, often at is reading, but aside form that is that the planes are not really suited for D&D play.
The this you fail, often at writing, but aside form that... What?
The planes aren't suited for D&D play?
shadzar wrote:
plane of fire. how many characters and what level is required to get there? it is common to travel there? how much of the game is spent on planes?
That depends on the nature of the planes (such as composition) and location. The plane of fire could be accessed by jumping into any volcano (in some worlds), into a particular volcano (in some worlds), a special
gate in some worlds, or any number of methods. If the
plane of fire is defined as 'place where elementals and fire spells get their energy from' (which works for most worlds), you don't even have to allow adventuring there. It could be a plane of burnination and even if you could go there, why would you want to? Being encased in burning fire with no up, down, ground or any solid material doesn't seem like a fun place for adventuring. But the City of Brass (which could be placed on a plane of Fire more like the 'material plane') is absolutely a place you could adventure.
You can choose
not to have a plane of fire (or any elements), but then,
at a minimum you have to figure out where summoned elementals come from. It doesn't HAVE to be a place (accessible or not). You could, for instance, require that summoning a Fire Elemental requires having a fire - essentially you're 'animating' existing fire with malevolent intent. And that can work. Applied to water elementals, that would more closely depict the magic that attacks the Nazgul as they cross the river, or the raging river-god that destroys the bridge in
Chronicles of Narnia: Prince Caspian.
shadzar wrote:
they really dont belong and this was proven with planescape. it became something OTHER THAN D&D. i dont remember much of reading about it and will dig out something from it, but for those that do NOT wish to delve into that SETTING, they should NOT be forced to do so.
And they're not. And they've never been. And James is saying they won't. Every world can conceivably have a
different cosmology, including different planes and/or a different arrangement. Faerun will have a different set of planes than Eberron, which will be different than Greyhawk. As a DM, you can either steal one of the existing cosmologies they present (if you like it), or choose a totally different cosmology. And James Wyatt also points out that even if you have a cosmology in mind, it will not usually be directly verifiable by the PCs. In that sense, you have a 'model', and as long as it explains what the PCs observe, that will work well enough. You could even change the cosmology from one session to the next, and if the PCs
can't tell the difference, then the differences don't actually matter.
Which basically means: you can do whatever you want, but here are a few ideas to get you started.
shadzar wrote:
yes Appendix IV exists in the 1e PHB for all to see, but it really doesnt tell you WHEN you should go there, it was jsut trying to merge the Immortals concept that came later into D&D when the levels were expanded from OD&D.
And this is relevant because...?
shadzar wrote:
that is where 2e trumps 1e in that it removes planehopping as SOP. they made Planescape a setting for those who wanted it and let those who didnt have their fun without it.
I don't have my books handy, but I'm pretty sure
plane shift was a spell in the 2nd edition Player's Handbook. I don't know where it could take you, but pretty obviously, it was to
another plane. You could remove planes from your game, completely, and just choose not to explain how 'instantaneous travel' happens, and such, but even if you don't explain what the other planes
are, just having the ability to disappear and reappear 400 feet away without passing through the intervening space (including passing through solid walls) implies 'being somewhere else'. Whatever that state of 'nonexistence' is, it's easy to imagine it as 'being somewhere else' which is all that planes are for, conceptually.
shadzar wrote:
forcing a cosmology into default D&D is also problematic be it Great Wheel for legacy and heritage, or Astral Sea, since you have to remove it and alter ANYTHING it touches for other settings, including homebrewed ones.
And not having ANY cosmology means you have things that work with no explanation. Personally, I prefer to have an explanation that I can later change, rather than having to create something from whole-cloth. Especially when it is easy to change and there are lots of examples of how to do exactly that.
shadzar wrote:
what if you just want a heaven and hell? well you have the hells, and can do that placing all demons devils, vampires, whatever there. WE can, but what of new players?
What? You think the new players can't ignore all the Blood War stuff? I think they can.
shadzar wrote:
does a BoH have to be able to let some creature through it because it is attached to an Astral Plane or can the Astral Plane just be an idea rather than a real place that you travel to or things travel from?
What's a BoH? But yes, the Astral Plane can be 'just an idea'. You don't have to let Players go there. If it doesn't exist as a 'physical place', you probably CAN'T go there. If it DOES exist as a physical place, you probably could. If you accept it as a physical place, it could take virtually any form. It could be a boggy island with pools that lead to a variety of worlds (like the Narnian space between worlds), or it could be a 'sea' with sailors and islands made out of the physical remains of forgotten deities. Whatever floats your boat. Whatever you do, new players aren't likely to encounter it until they're more experienced (since all the default ways to travel to another plane - ANY PLANE - are high level. As you explained earlier today, increasing level ramps up complexity. New players shouldn't ramp up to a level of complexity they're not yet ready for. But even then, having an established 'default' is easier for them then suddenly being confronted with the need to create a cosmology from scratch.
shadzar wrote:
why does Shadowcat have to exist in D&D. she is a good marvel character in her world along with Nightcrawler, but like them and "The Greatest American Hero" they can stay int heir own worlds with the dangers of travelling through this strange other dimension without bringing John Bigbooty back from the 8th dimension or letting him escape from it because a small tear remained when passing through it.
This seems random. I really don't know what you're trying to say, despite understanding each individual word. Maybe it would help if you explained why a 'default cosmology' that was assumed to be in place unless the GM chooses otherwise mean 'Shadowcat
has to exist in D&D'?
shadzar wrote:
dont FORCE Nightcrawler, John Bigbooty, Shadowcat, etc into D&D just because you want some people to be able to travel and adventure in that space between space, but allow people to just use them as ideas that allow for displacer beasts, phase spiders, BOHs as devices to use on the ONE world you wish to play on for the many people that enjoy that.
Okay. Now where is James Wyatt saying you can't do that? Because he's actually saying
they're not going to force anyone to use their default cosmology. Did you miss that it was the whole point of the article? Not using the cosmology 'has some small problems', but
forcing everyone to use the default cosmology
has more problems. The central point of the article is that
they're not going to force anyone to use the default cosmology, but they'll include one, because they pretty much have to. You know, for new players, or people who are playing on 'published worlds'.
shadzar wrote:
Planescape SHOULD be an option, but it should be a setting, not built into the core as a default for D&D.
Maybe 'built in' means different things to different people.
shadzar wrote:
do you think they should build Spelljammer into the core of D&D too since it is essentially the same damn thing?
When I play D&D, I play on a world that is not connected to any other D&D worlds. We don't have Spelljammer. Here's the thing: you can use any cosmology that makes sense. In 'Spelljammer', Krynn and Oerth can be connected by the phlogiston. In Krynn, there doesn't have to be any phlogiston, and nobody can come from the 'Spelljammer' world. You choose whichever cosmology works for your setting. The fact that it leads to inconsistency (in some cosmologies, Krynn is connected to Oerth, in others there is no connection at all), isn't actually a problem. Any more than having a gaming group that killed Elminster has any effect on any other group playing in the Forgotten Realms.
shadzar wrote:
why do these planes have to exist for EVERYONE, even those that do not wish to travel to them with things built around explicit idea that EVERYONE will travel to them?
Some settings (like Planescape) require a Planar Cosmology. Since they want to win back all the players of older settings, they need to include the Planescape cosmology SOMEWHERE.
shadzar wrote:
Amulet of Protection From The Planes (Fire), can simply be something that protexts against monsters that come from that plane, not having to have a plane to travel to to prevent a PC from instantly burning when setting foot in it, because not everyone wishes to set foot in it.
Okay. But for those settings where planar travel is assumed (like Planescape), it wouldn't make sense that an Amulet of Protection from the Planes (fire) doesn't protect you while on the Elemental Plane of Fire. But if you use the suggested setting where all the elemental planes are mixed together into a single place (raw chaos), that item wouldn't make sense, either. Since they're going to allow whatever cosmology makes sense for your world, including suggestions for how to do that, I don't see your issue.
shadzar wrote:
design around allowing people to play the way THEY want, not forced into planehopping.
That's the central point of the article. Yes.
shadzar wrote:
and now you are always ready for the barrels of cocks you will be sucking with that gaping maw it has.
Hugs and kisses.