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| #1degausserAug 03, 2008 23:53:29 | So, I'm deciding to start up a 4th ed planescape campaign (just because I love the setting SO much) and I was wondering if I could get some advice. I'm running through the books, determing what I can do and what I should do, and what I need to change. Here's what I got so far. 1) Revising 4th ed back to the 'old' alignment system, as it makes more sense in the planescape enviroment. 2)Most stuff doesn't need changing. Portals operate the same way, the descriptions of the planes work, the cosmology works, update creature types and stats. 3)Problem 1: Feywild. I am tempted to simply say that the feywild is the Beastlands and call it quits, but that's not quite accurate. The beastlands are a repository of 'natural' beasts, and their dire versions. Not for sylphs and sprites and such. A second Idea is to make the feywild a "Third" transiant plane between the inner and outer planes, but that wouldn't contact the prime where Eladrin call home. A third idea is to have the feywild be Ellysim. This seems like best idea to me. 4) Problem 2: Okay, so we've taken care of the feywild, what about the other end of the spectrum? Even undead can't 'survive' in the negative energy plane. The most promising idea is to call to turn it into the grey wastes, but both this solution, and calling the Feywild "Ellysim" seem to demish them somewhat. 5) I've decided to do away with the stupid 'cleric spells get less powerful the further you are away from their source' thing. While it does make sense, it is a nightmare to keep track of and it seems to unfairly penalise clerics. I will be keeping somet things intact though, such as the loss of spells if you cannot access them. (For example, if you cannot access the astral plane, then you cannot pass into it, etc. 6) I'm going to do away with factions (and thus, faction abilities) by saying my faction takes place AFTER the faction war. I will, insead, allow the players to gain abilities based on their beliefs. I'll probably give them a questionaire before they begin, and give them one of the following abilities: +2 belief bonus to initiative +1 healing surge per day +2 belief bonus to Will Defense vs. charm/domination effects +Bonus skill: Intimidate (or, if they already have it) +2 belief bonus to Intimidate 7)I may or may not include belief points, but that is not a big deal and easily converted. |
| #2Hocus-SmokusAug 04, 2008 6:15:28 | So, I'm deciding to start up a 4th ed planescape campaign (just because I love the setting SO much) and I was wondering if I could get some advice. I'm running through the books, determing what I can do and what I should do, and what I need to change. Here's what I got so far. First and foremost, I congratulate you on embarking on this mission. I'm sure it will take a lot of work, but could well be totally worth it. 1) Revising 4th ed back to the 'old' alignment system, as it makes more sense in the planescape enviroment. No problem there. Alignment anymore is not much more than fluff, so adding back in the old alignment system should pose no issues at all. 2)Most stuff doesn't need changing. Portals operate the same way, the descriptions of the planes work, the cosmology works, update creature types and stats. I think updating the creatures will be the most time-consuming part of it all. After converting several old OD&D and AD&D adventures to 4E has shown me this. 3)Problem 1: Feywild. I am tempted to simply say that the feywild is the Beastlands and call it quits, but that's not quite accurate. The beastlands are a repository of 'natural' beasts, and their dire versions. Not for sylphs and sprites and such. A second Idea is to make the feywild a "Third" transiant plane between the inner and outer planes, but that wouldn't contact the prime where Eladrin call home. A third idea is to have the feywild be Ellysim. This seems like best idea to me. Well...the Feywild is...unique. I think it's December when the new Manual of the Planes comes out (I preordered it on Amazon, and I think it said December), so it might be worth the wait to see what plans 4E has in store for the planes. I'm sure the Feywild and Shadowfell are separate planes unto themselves. Simply replacing one of the other planes with them might run you into trouble later on, but honestly...how many times would your PCs journey to Elysium or the Beastlands in the first place? If they probably won't, then it wouldn't be a big deal. 4) Problem 2: Okay, so we've taken care of the feywild, what about the other end of the spectrum? Even undead can't 'survive' in the negative energy plane. The most promising idea is to call to turn it into the grey wastes, but both this solution, and calling the Feywild "Ellysim" seem to demish them somewhat. Again, the Shadowfell comes into play. It is separate from the Negative Energy Plane, but I'm not sure how separate. That's why I think simply replacing one of the planes with either the Shadowfell or the Feywild could lead to trouble (or at least awkward questions) later. 5) I've decided to do away with the stupid 'cleric spells get less powerful the further you are away from their source' thing. While it does make sense, it is a nightmare to keep track of and it seems to unfairly penalise clerics. I will be keeping somet things intact though, such as the loss of spells if you cannot access them. (For example, if you cannot access the astral plane, then you cannot pass into it, etc. This I totally agree with. Of course, in Sigil, the Lady of Pain can control even the Gods when it comes to the types of energies that enter her city. I would do the same thing you're doing, as it is. 6) I'm going to do away with factions (and thus, faction abilities) by saying my faction takes place AFTER the faction war. I will, insead, allow the players to gain abilities based on their beliefs. I'll probably give them a questionaire before they begin, and give them one of the following abilities: I never really liked the different factions (or the Blood War) in the first place. You, as DM, have enough to keep up with as it is. I think what you have come up with is a very reasonable, logical answer. 7)I may or may not include belief points, but that is not a big deal and easily converted. Very true. So far, you seem to have everything well in hand. I wish you much luck, and am a bit envious. Planescape, when it first appeared in 199?, quickly became my favorite setting. I certainly hope WotC will reproduce Planescape for 4E. I know it will be a while, as they have Forgotten Realms and Eberron already on the schedule, but it is certainly something I am willing to wait on. |
| #3batshidoAug 04, 2008 9:32:07 | Steely_Dan dropped a comment about having converted his 3E Planescape campaign to 4E. Maybe we can get him in here and you two can compare notes. |
| #4degausserAug 04, 2008 9:53:16 | Steely_Dan dropped a comment about having converted his 3E Planescape campaign to 4E. Maybe we can get him in here and you two can compare notes. Uh, who is steely_dan, and would he mind if I just randomly PMed him? Okay, so, here is the general idea I have so far, as far as campaign layout. I've decided to draw from a number of different pop-culture plots and referances, as well as the nature of planescape, in order to create, what I hope to be, a very epic and fun campaign. The major spoiler and idea behind the campaign is that there is a group of people called the Hakuhana (name needs work). They are a secret society dedicated to doing good works throughout the multiverse. Their primary, and current, goal is to find and destroy an evil artifact, which has been known to posess people and go on a rampage, not only killing innocent people but feasting on their souls. This group started spreading misinformation, falsly claiming that there was a group of heroes that were on a quest to destroy the artifact. This was done so that, if someone posessed the artifact, they would come out of hiding and start looking for them (to kill them) and thus the secret society could effectivly 'smoke it out' and kill it. Only problem is that the stories took off, like wildfire, and became extreamly popular, so much so that, with everyone believing that they exsisted, they actually came into being, as the PCs. The PCs start play with amnesia (actually they were just created) and it will take them a LONG time to figure out what is actually going on. A lot of the time they will be running around, trying to figure out who they are or were. They may end up fighing or destroying the artifact, depending on their choices. |
| #5batshidoAug 04, 2008 11:20:02 | Uh, who is steely_dan, and would he mind if I just randomly PMed him? He's another of the long-time DMs that hang out on the general boards. I've already shot him a PM, he says he's headed home from work but he'll drop in after he gets there. I don't think he'd have any problem with you shooting him a PM if you felt like it, though. ;) |
| #6world_slider_dupAug 04, 2008 11:57:20 | Why even bother with Feywild or Shadowfell. Just use the old cosmology. Astral Ethereal Elemental:Air Elemental:Earth Elemental:Fire Elemental:Water PE:Ice PE:Magma PE:Ooze PE:Smoke QE:Lightning QE:Mineral QE:Radiance QE:Steam Positive Energy Negative Energy QE:Ash QE: Dust QE:Salt QE acuumAbyss Acheron Arborea Arcadia Baator Beastlands Bytopia Carceri Elysium Gehenna Gray Waste Limbo Mechanus Mount Celestia Outlands Pandemonium Ysgard Arborea would be Feywild and the Demiplane of Shadows would be Shadowfell. Also on a side note, undead can survive on the Negative Energy plane...they are one of the few residents. The Doomguard also made a fortress there on its border, and after the faction wars they pretty much fled to these fortress'. I really like your idea of benefits based off of beliefs. Factions are still around after the faction wars, they just change so greatly. Some of the 15 broke up, while others left Sigiil as their base of operations. Others still broke down their structure and just maintained belief. As we all know beliefs shape reality. I have been trying, along with other players to bring to light a 4ed version of PS/SJ using the 4ed cosmology. Still a work in progress but you may find something useful. The link is in the sig. |
| #7degausserAug 04, 2008 17:15:00 | Actually, I believe that undead CANNOT survive on the Negative Energy plane, just like living things cannot survive on the positive energy plane, for exactly the same reason. When an undead is on the Negative energy plane, negative energy flows into them, boulstering and making them stronger, giving them something like 1d10 temporary HP per round (in the old, 2nd ed system, I don't know what the new system would do, since people have substantially more HP then they did now). Which is GREAT, until they reach double their maximum HP, at which time they 'pop' and explode, like a baloon filled with too much air. Same thing happens if a living creature visits the positive energy plane. The reason the dustmen have a fortress on the border of the negative energy plane is that they CANNOT enter it, so they get as close as possible. From my understanding (and remember, I haven't played this in a while) the negative and positive energy planes were the ultimate no-go zones. They were the source of all energy (life or unlife) in the planes and, thus, is was VERY bad to go there. This was actually one of my (very) few problems with the game 'Planescape torment.' They ignored several of the finer points of the cosmos. Ghosts cannot exsist in Sigil, (because there is no etheral plane) and NOTHING can exsist in the negative energy plane. |
| #8world_slider_dupAug 04, 2008 17:22:09 | Undead are on the Neg Plane in Planescape. Look up the selection in the material and they are a native hazard. Where as on the Positive Energy plane Xag-ya are the only known beings on the plane. Neg has Xeg-Yi, yet also contains Slow shadows, spectres, weight, wraith, and others including even liches. For a group...a whole host of enviroments are just as dangerous and deadly. Such as no air in the vacuum or turning to salt. I will try looking into more specific information but I still suggest running with Arborea as Feywild and the Shadows as Shadowfell. I will let you know what I turn up on Positive and Negative. |
| #9degausserAug 04, 2008 17:32:39 | Undead are on the Neg Plane in Planescape. Huh, guess your right. I suppose my old Planescape GM changed it and never told us about it. Still, I kinda like my idea better. Then again, he may have just wanted to stop us (our mage wanted to create a planar cube with one side going to positive energy, so we could get quick and easy healing every once in a while. -------------------------- Seperate Issue: There is one problem I have come up against. The old Planescape had a spell, (warp sense) that allowed players to find portals, and discover their portal keys. This was 'simply' another spell in 2nd ed, and could be easily picked up by the mage and cast. However, with the new system in DnD 4th ed, this makes it almost impossible. There are a few ideas I have, each having a problem: 1) Turn it into a ritual. This seems like the best solution for keeping in line with the old system, but would require a lot of time and a large chunk of change every time the PCs wanted to cast it. 2)Turn it into a cantrip: This makes it pretty much useable every round for a PC and kinda defeats the purpose, making it too easily accessable. 3)Ignore it: have others tell people where the portals are. This takes some of the power fromthe PCs. 4)Give the PCs a magic item (or two) that duplicates the effects 1/day or so. Seems like a good idea to me, but getting it seems like it would be a bit tough. |
| #10world_slider_dupAug 04, 2008 17:35:44 | I am at the same wall myself. I believe the best way to manage is through the ritual as well as word of mouth. It should be a low level ritual that way it is accessible by the players early on, and the players should be aware that if they do some asking around they may not have to spend money and time on the ritual. I do also like the item as well Your way in regards to the undead make sense to me, yet knowledge from other things like Evolved Undead and just how different undead are compared to living things, them not exploding when they are on the negative energy plane also makes sense. Undead that are around for a long time start to grow more powerful because their tie to the negative energy plane grows stronger. The same is not true on the opposite end of the spectrum. |
| #11degausserAug 04, 2008 18:04:35 | Well, if it was a ritual, it would probably look something like this: (tell me what you think.) Ritual: Warp sense Lvl:1 Catagory: Divinition Time: 10 Minutes Duration: Varies Componant cost: varies depending on market (10+1d10gp) Market Price: 50 GP Key Skill: Arcane This spell enchants a small piece of glass, so that anyone looking through it can see portals, and their keys. Anyone who took part in the ritual (even if they didn't contribute anything) may look through the glass and make a notice check (DC 20) to see any portals within the area. The glass remains enchanted for the duration of the spell. If a portal is found, looking through the glass with an Arcane check (dc 20) will decipher the portal key. These rolls may get bonuses, depending on the check result. Anyone who took part in the ritual may make either check, if they are allowed to look through the glass. Check: 1-9: Duration, 5 minutes 10-19: 10 minutes, +1 to notice/arcane checks 20-25: 15 minutes, +2 to check results 26-30: 20 minutes: +3 to check results 31+: 30 minutes: +4 to notice checks, automatically succeed on arcane check results. |
| #12poormojoAug 04, 2008 18:54:25 | Hmm, you could also make Portal Sense a function of a trained Arcana skill check, like Detect Magic is. That would seem to be well within the current rules. |
| #13degausserAug 04, 2008 21:16:02 | That's certainly a thought, though: The thing is, planar beings (those born on the planes) are supposed to be able to inately see portals. Even normal, mundane, humans. Being born on the planes innately made you Planar. The benifits in 2nd ed were: Prime: If you were a primer, you were immune to the planar function of "Protection from X" (in other words, you could still enter an area that was protected from evil, even if you weren't on your home plane." Also, you could not be 'banished.' (as per the spell.) Planar: You could see portals. However, if you could be hedged out from protection from X, or banished, if you weren't on your home plane. The spell was for primes who couldn't normally see portals, or if you wanted to discover a portal key. |
| #14Steely_DanAug 05, 2008 6:58:36 | Uh, who is steely_dan, and would he mind if I just randomly PMed him? The greatest band ever! …Well, not really a band, more of a concept realized my two amazing musicians/songwriters who hire the best session players to play their material. Okay, sorry, enough of that – just got to work (very late) and received your PM, and I have emailed you back about sharing Scaping juiciness, so hope to hear from you soon. P.S. If there is a delay in my reply it is because I only visit these boards and my email when I'm at work. |
| #15ramses_iiiAug 05, 2008 15:35:13 | Well, if it was a ritual, it would probably look something like this: (tell me what you think.) Looks good to me. I would give it a fixed component cost to keep it consistent with the rest of the rituals in the game, say 10gp flat. It holds to the idea of the 2E spell pretty well, and I like the arcana check for the key (instead of either automatically knowing the key or automatically having to guess at it). I would require even creatures native to the planes to use the ritual to detect portals; there was supposed to be a big underground trade in portal information in Sigil and if people can just go around and find them with no effort then it undermines this idea. |
| #16degausserAug 05, 2008 17:55:33 | Looks good to me. I would give it a fixed component cost to keep it consistent with the rest of the rituals in the game, say 10gp flat. It holds to the idea of the 2E spell pretty well, and I like the arcana check for the key (instead of either automatically knowing the key or automatically having to guess at it). I would require even creatures native to the planes to use the ritual to detect portals; there was supposed to be a big underground trade in portal information in Sigil and if people can just go around and find them with no effort then it undermines this idea. If I recall my 2nd ed Planescape (and it's been ten years, so I may not be accurate) Planars could FIND portals, no problem, but no one could figure out the key except by trial and error. The big reason for the 'portals chant' trade was because some portal keys were nasty. Like all the money off a berk, or even a live human being (consumed key.) It could be dangerous to go into portals that you didn't know the key for. The cool part about this spell is that ANYONE who has ritual casting can get it. You don't need to be a mage or a cleric, a rogue with the ritual casting feat (and the arcana skill) could use this ritual too. Kinda gives it more variaty, I think. |
| #17world_slider_dupAug 05, 2008 21:10:59 | You are correct. You needed a key for the portals...with one exception. The portals on the outlands were great arches that you could just walk through... Anywho I can tell you this much...the new planar is going to be divided like... Heroic Tier - Feywild, Prime, Shadowfell Para Tier - Elemental Chaos Epic - Astral/Deep Elemental Chaos (Abyss) It may be a neat idea to divide the campaign up in a similar manner, if your seeking a good mix of philosophy and diplomacy, with combat. |
| #18degausserAug 05, 2008 21:17:03 | You are correct. You needed a key for the portals...with one exception. The portals on the outlands were great arches that you could just walk through... First off: There are a couple more portals that don't need keys. The portals on the Tree Yigdrassil, and the infinate staircase don't require keys, neither do elemental conduits (though these aren't, specifically, portals) The idea of devision seems like a good idea: but I'm dividing it differently: That seems like a good idea, though I'm pretty much chucking out the 4th ed cosmology and using 2nd ed DnD cosmology (except for one thing: The shadowfell and Feywild are now Demiplanes in the astral, large ones, larger than Ravenloft.) Heroic Tier: Sigil, Outlands, Infinate staircase Para Tier: Some outer planes Epic: Lower planes, confrontation with big bad. |
| #19otogi_2Aug 05, 2008 21:33:37 | http://planewalker.com/080719/the-planes-reordered-4e-planescape Enjoy ![]() |
| #20degausserAug 06, 2008 2:38:52 | Comming up with a few more things, I'll be posting them as I finish them. Baatorian Green Steel: Originally exclusivly found on the evil planes of Baator, this strange metal with a slight greenish hue first found it's way to the planes as left-over weapons forged for the never-ending blood war. Enterprising berks could find these weapons from old battle sites and re-forge them with the proper skill. At first, the only place to buy them was the Severed Head, a shop in the market ward of Sigil, but the Doomguard quickly found out about, and began using the stuff. Rumor has it that the Baatazu have even started trading the ore, hoping to get money or magic items for their war. Baatorian Green steel is lighter, stronger, and sharper than normal steel. Despite being non-magical, his has an almost inherent viciousness to it. Trying to forge one is a task, and it is as if the metal BEGS to be forged into cruel shapes with barbs or long prongs. (Technical Stuff) Greensteel, if you can get ahold of it, is a hard metal to work with. It requires more intense heat, and is more difficult to work. A weapon made of greensteel is 3/4 the weight of the normal item. Because of this, it is unsuitable for items that require mass behind their swing (such as a Maul or warhammer.) Greensteel armor weighs half as much as normal armor, and can be fasioned into chainmail, scalemail, or Plate. It can also be fasioned into metal shields. Where greensteel truely shines is in the creation of blades. Greensteel almost never dulls, and edges are almost supernaturally sharp. In addition to greensteel bladed weapons weighing only 3/4 normal weight, they also deal +1 damage. This is considered basic weapon damage, so it is added again to weapons with the high crit property. Working with greensteel adds 5 to the craft DC when working with it, is counted as a +1 magic item when determining ease of destruction, and usually costs quadruple to buy (if you can find it.) |
| #21degausserAug 06, 2008 19:26:59 | Okay, this is a VERY Beta Race test, I haven't Playetested it at all, but I tried to balance it as much as possible. Rogue Modron (race) Modrons are beings of supreme law and order from the realm of Mechanus. They care nothing for good or evil, but they wish only for pure, absolute, order. Modrons come in varying shapes and sizes (monodrones are spheres, Duodrones are rectangular prisims, Tridrones are tetrahedrons, Quadrones are cubes, etc.) As each drone goes up the 'ladder' they become increasingly smarter and more capable. Each Modron is aware of only the modron 'caste' directly above or below it. They have a strange combination of metal and flesh, or flesh-like stuff, and cannot even comprehend the CONCEPT of chaos Most of the time. Rogue Modrons are created when a modron, for whatever reason, goes WRONG. Modrons that encounter the impossible concept of chaos go insane (well, insane for a modron) and are cut off from the great source of the Modron world (Primus, the modron 'god.') Rogue Modrons are still extreamly lawful and orderly, but they have had JUST enough chaos to go into this rogue state. Rogue Modrons loose most of their memories from when they were in Mechanus, and inexplicably, all of them change to the form of a quadrone (a cube) with 3 foot long legs, and the cube is three feet long on each side, with two three foot long arms. Rogue Modrons, despite having a metal-like substance on their bodies, are treated just as other creatures when determining effects like fire, acid, or healing. They are most often Fighters or Wizards, as they find other diciplines too diverse to undertake. There have never been recorded instances of Modron Paladins or Clerics, though it is theoretically possible for a Modron to believe in law and order so much that he could be something akin to a cleric, following law and order. Modron: (always 6 feet tall, always exactly 200 lbs.) Size: Medium, Speed 6 squares, sight (special, see below) +2 Inteligence, +2 Constitution Languages: Common, Dwarven Skill Bonuses: +2 perception, +2 Arcana Modron Mind: Modron mental facalties are infinatly different than a normal character. Being part machine, they gain a +1 racial bonus to will defense, and an additional +5 bonus vs. illusions. Modron eyes: Modron eyes are a complex series of actual lenses. This not ony improves their persception (as above) but also doubles their eyesight range as they have an effective 'zoom.' Modron Body: Modron Bodies are made of sturdier stuff than simple flesh. Their base AC is 12. Shutdown: Modrons must 'shut down' to recharge like a normal human sleeps. However, this cycle lasts only 4 hours for an extended rest. DOWNSIDES: =Modrons are sexless, and have no need for clothes. However, many Modron (especially fighters) discover it is beneficial to have armor. Accomplishing this task requires a unique set of armor to be specially commissioned. This armor's material cost is 4 times that of normal armor, and weighs twice as much. Magical Modron armor will HAVE to be commissioned by a mage, as it is almost impossible to FIND enchanted Modron armor (magical armor won't resize to fit a Modron, it's just too strange.) A Modron who wishes a cape or belt will have to have it commissioned, and pay double. =Modron's don't understand non-modron society too well. In fact, all but the most well-traveled don't understand it at all. Modron's suffer a -2 penalty to diplomacy, Insight, and Bluff in some situations, depending if the person (or group) is being logical or not (or, more accurately, if they are receptive to logic or not.) =Normal Modrons are fueled by the great source, the energy core at the heart of Mechanus. Rogue Modrons, being cut off from that, must eat and sleep, and breathe, just like humans, though their 'shutdown' cycle lasts only 4 hours (see above.) |
| #22the_ubbergeekAug 06, 2008 19:51:17 | Now again, I will quip that as posted once by someone, you don't have to do a litteral conversion... you can folow the 'spirit' of the setting, use the new rules as they are and make something old, yet new. But you follow the advice already, so... |
| #23degausserAug 07, 2008 6:25:29 | Okay, so, rummaging throught the Planescape material, I find most of it is scenery, so all I need to do is replace monster 2nd Ed Monster A with 4th Ed Monster B and I'm golden! I found a place in 'DEAD GODS' where players fight Set's minions, so just replace them with the stats for Shadar-Kai (and alter their physical discription) and I'm good to go. There is, however, two hang ups I keep getting over, and over again. Planar hazards. The fires of the city of brass (in the elemental plane of fire) deal 3d10 damage per round. Now, while that's a lot in 4th ed, it was about 10x worse in 2nd ed. 3d10 damage could instantly kill a lvl 5 mage in one shot! Do I keep the damage, and make it so paragon-lvl character scan run through the City of Brass for short jaunts, or do I up the damage? And if I do, how much? The other problem I'm running into is spells. Particularly, WISH. It's gone, it doesn't exsits anymore. In Planescape, Wish was an ultimate ace-in-the-hole. If you got a ring of wishes (or whatever) you held onto that sucker, as it could save your bacon. You accidentilly step into Baator? WISH will get you to the outlands, no questions asked. Your up against a Tan'ari? Wish will gaurantee that he can't gate in any of his minions. WHY is there no wish spell anymore? Other spells are also lacking that were almost vital in 2nd ed planescape. I've already made the Warp Sense spell, but Protection from evil (10ft radius) could stop demons from getting up close and personal, and postive/negative energy protection could let you exsist for a short time in the energy planes. There was even a spell, I recall, called Planar attunement, that let you be comfortable (at least alive) on any plane (such as the plane of fire, breathing in the plane of water, or keep you warm on the plane of ice.) These spells would be useless as rituals because you would be dead by the time the ten minute ritual was over. I'd appreciate suggestions on this matter. |
| #24degausserAug 07, 2008 9:49:18 | Okay, now, in my campaign, I won't be using factions, but if you want to, here are my suggestions for faction abilities, and their restrictions/downsides: I tried to make them as balanced as possible. Some factions powers are better then others, but their downsides are also harsher. Like I said before, this is all just off the top of my head and I haven't playtested this. Athar (defilers, the lost) Don't believe gods are divine. Powers (gods) are just beings with a lot of power to throw around. Power: +1 to Fort/Ref/Will Defenses against a Divine attack Restriction: Cannot be a priest of a spacific deity, VERY reluctant to be aided by one (and priests are reluctent to aid them back.) Believers of the Source (Godsmen) Believe every being can be elevated to the status of the divine beings, or even higher. Power: +3 to Diplomacy rolls (even if untrianed, everyone likes it when they are told they can become a god!) Restriction: Priests of specific Deities cannot take their deity feats, because they do not have unwavering faith. Bleak Cabal (Bleakers) The universe just IS, there is no grand scheme or purpose. It's all rather depressing really. Power: +1 to all defenses vs. Psychic damage, +1 to will defenses vs. mind-affecting spells that influence emotions. (You DON'T want to see into their heads) Restrictions: Depressing guys to be around, every day, 5% chance of falling into a melancholy (-2 to all skill checks). Cannot be lawful. Doomguard, Entropy is the nature of the universe, and we'll help it along. Power: Gain either proficiency with Heavy blades, or (if you already have that) Weapon focus with heavy blades. Restrictions: They HATE supernatural healing. When a cleric or Warlord DOES use a power granting a healing surge on them, doomguard do not gain the extra healing normally associated with it (in other words, they get a normal healing surge) The Dustmen (The dead): Life is a horrible, never-ending cycle of pain. The only true release is to feel no emotion or passion when you die, thus you will be free of the cycle. Power: +1 to Fort/Ref/Will Defenses vs. Necrotic type. Restriction: Dustmen don't WANT to come back if they die . . . ever. Resurrecting them costs 1.5x the nomral cost, and they won't be happy about it. The Fated (The takers): The strong rule. Take what's yours, and be as self-reliant and prosperous as possible. Power: Gains the Jack-of-all-trade feat, for free. Restriction: As a fated you cannot willingly accept or give out charity. The Fraternaty of order (Guvners): The universe works on rules. Learn the rules, and everything else will click into place. Power: Learn and study from the past: Gain the History skill or (if you already have it) get a +3 bonus to it. Restriction (old alignment system) Must be lawful (new system) cannot be chaotic. As a Guvner, you cannot knowingly break any law. The Free League (Indeps) Not really a faction, just a group of people getting together for protection. Independence is the most important thing here. Power: +2 bonus to saves vs. charm or enthralling effects. Restriction: As an indep, you will never put yourself into a situation where you are compleatly subservient. The Harmonium (Hardheads) Further the Harmonium goal of bringing order to the multiverse . . . by any means nessicary! Power: Automatically gain the skill Intimidate, or a +3 bonus if you already have it. Restrictions: You must follow all the orders and decrees of the Harmonium, and uphold their beliefs. Cannot be chaotic. Mercykillers (Red Death.) Justice is absolute. Everyone must be PUNISHED if they commit a crime. YOU are judge, jury, and executioner. Power: Automatically gain the skill Insight (or a +3 bonus if you already have it, gotta find out who's lyin' and who's tellin' the truth.) Restriction: A Mercykiller must give into punishment if they have committed any crime (except crimes done in the course of bringing another criminal to justice.) Cannot release a lawbreaker who has not been punished. The Revolutionary League (Anarchists): Society is corrupt. Sneak into the cracks, then crack it open! Rebuild it from the ground up! Power: Automatically gain the skill Bluff (or a +3 bonus if you already have it, gotta take down the man from the inside, man!) Restriction: Cannot be lawful, an Anarchist can never truely hold a public office or buisness (though he can pose as one for a while). Is expected to give some proceeds to help their cause. The Sign of One (Signers): Belief shapes the world. Maybe we are all the product of one guys twisted dreams, maybe we all share one, large, collective dream. Who is to know? Power: If the player fails to notice an illusion on the first roll, they get a second, automatic reroll (or the DM rolls for them twice, if all the world's an illusion, the cheap ones are easy to spot.) Restriction: Signers are usually pretty alouf and, because of their nature, they often wax philisophical and are rarely down to earth. Thus, they suffer -2 penalties to diplomacy when not talking about philosophy, or similarly heady subjects. The Society of Sensation (Sensates) The Multiverse has no true, overarching scheme other than to EXPERIENCE it. Go out, see the different sights, feel them. SEE what an infinate infinaties have to offer. Power:Automatically gain the Perception skill (or a +3 bonus if you already have it, you must to have finely tuned senses to sense the multiverse.) Restriction: A sensate will NOT say no to a new sensation that poses no obvious, damaging threat. The Trancendent order (Ciphers) Don't, think, DO. The only way to attain enlightenment is to let the universe FLOW threw you, thinking will only bog you down. Power: Automatically gain the Alertness or Improved Initiative feat (Your choice) Restrictions: A Cipher is prone to snap judgements, and will absolutely NOT 'take time to think about it.' The Xaositects (Chaosmen) The nature of the universe is pure, unadulturated chaos . . . act accordingly . . . or don't. Power: Chaosmen are rediculusly crazy, and unpredictiable. OTHERS suffer a -5 PENALTY to use sense motive on you. Restrictions: In addition to acting as barmy (crazy) as you possibly can, you can never be a part of long-term plans, own a buisness, (or practice law). You cannot be Lawful. |
| #25world_slider_dupAug 07, 2008 11:37:39 | Environs should stay deadly, yet you will need to introduce ways to adapt. This is very similar to doing a underwater adventure where the players are prepared and have their water-breathing handy. If they know there are going to a plane with a harsh enviroment let them find a means to get prepared for the trip, either by equipment or whatnot. Also for factions...are you planning on having Faction Wars in your group? You can either start the group off before the Faction Wars or after. |
| #26degausserAug 08, 2008 3:54:10 | No, I'm not planning on fation war. . . Does anyone care about the factions I made? Can I get a couple critiques? Too powerfull? Too unbalancing? |
| #27otogi_2Aug 08, 2008 12:43:33 | I care, I actually like them alot to be honest, though I I think you misread the philosophy for the Dustmites over there.The penalties also give a reason to actually try real roleplaying if they plan to use them Edit: Also, about the City of Brass - in W&M, the rulers of the city decided to lower the heat a bit. Sure, it's still hotter tan astral hell, but it's just bearable that it doesn't hinder you or deal damage, so it's fine for any tier, really |
| #28otogi_2Aug 08, 2008 14:59:12 | Post Faction War faction edits: The Mind's Eye (Seekers, Visionaries) - Find yourself in the universe Powers: Ever advancing in your destiny, you know nothing can slow you down. You gain a +1 to all Saving Throws Restriction: Even if you don't share the arrogance known from your faction, it's your reputation and simply the fact that people seem to know that your part of the Seeker that still projects that image, you take a -2 to Diplomacy checks Ring-Givers (Bargainers, Beggars) - You only get as good as you give Powers: When buying items, you only pay half the listed price, as proof that you get back what you give. You also gain a +1 bonus that you can apply to any d20 roll once per encounter. This improves by +1 for every tier you gain beyond Heroic Restriction: Of course, you must lose to gain in the first place. When selling items, you can only receive 1/10th of the items value. Because of how the multiverse works, the Disenchant Ritual gives you the same amount, as the planes rework magic to fit your beliefs. In addition, you may not own or use a magic item of your level or higher Sons of Mercy (Martyrs) - Justice exists in order to hold the greater good Powers - You gain a +1 bonus to damage rolls against creatures with the Evil or Chaotic Evil alignment (add the same thing to Lawful Evil if you use it). This improves by +1 for every tier beyond Heroic Restrictions: If you ever are given a choice, you must always pick the option that serves the greater good. You must be of non-evil alignment Harmonium: You must be lawful and non-evil Fraternity of Order: You must be non-chaotic |
| #29world_slider_dupAug 08, 2008 15:25:21 | There are too many damn factions...The Ragers, The Guardians, the Prolongers...just not as active in Sigil as the 15...so ya looks good. |
| #30ramses_iiiAug 08, 2008 19:13:22 | I care, I actually like them alot to be honest, though I I think you misread the philosophy for the Dustmites over there.The penalties also give a reason to actually try real roleplaying if they plan to use them Any tier in theory... in practice, the city is ruled by Efreet, and every Efreet in the MM is epic. The CoB isn't really a safe place for heroic or paragon characters that are interested in maintaining their freedom, i.e. not being enslaved by the Efreet. |
| #31degausserAug 08, 2008 19:14:34 | More stuff, again, all of this is off the top of my head and has NOT been playtested: Bariar Race: The Bariar resemble Centaurs (though don't tell them that!) with the exception that their hindquarters are half-goat, and that their 'human' part tends to look more feral than centaurs. They have pointed ears, and the men have horns. They hail from several of the upper planes, where they are know for their carefree spirit and their love of good-natured battle. They are usually quick to anger but fiercly loyal, but in general they enjoy good food, good drink, and good company. Strangly enough, unlike most sentient creatures, Male and Female Bariar are actually very different. Perhapse owing to their anamal nature, the women are weaker and less resiliant than their male counterparts, but faster and stronger, thus they are considered different species. Women do not have hornes. Male Bariar Height 6'0"-6'7", Weight 400-600 lbs. +2 Str, +2 Con Size: M Speed: 8 squares Languages: Common, Elven Vision: Low-Light Skills: +2 Endurance, +2 History Large Frame: Double Normal carying capacity Stable: Your four legs give you a +4 bonus to resist trip attempts, and when other effects attempt to move you, you move one less square than normal (if you wish to, minimuim 0 squares) At-will Power: Headbutt: You can use your horns for devistating attack. You must charge to use this attack. It is a Str vs. AC attack (with a +2 prof. bonus) that deals 1d8+strength mod damage. On a critical hit, you get a free trip attempt (and the enemy cannot trip you back.) Female Bariar Height 5'10"-6'4", Weight 300-500 lbs. +2 Dex, +2 Int Size: M Speed: 8 squares Languages: Common, Elven Vision: Low-Light Skills: +2 Endurance, +2 History Large Frame: Double Normal carying capacity Stable: Your four legs give you a +4 bonus to resist trip attempts, and when other effects attempt to move you, you move one less square than normal (if you wish to, minimuim 0 squares) Quick Reaction: You react with almost blinding speed. You gain a +4 to all perception and insight checks to avoid surprise, and even when you are surprised, you get one standard action during the surprise round. All Barriar have the following abilities and drawbacks. 1) Four legs: They gain a +4 racial bonus to all athletics checks that involve jumping, or running, but suffer a -4 penalty to all athletics and acrobatics checks that involve climbing or doing flips. 2)Barriar armor is almost like a horse's barding. Like Modrons, they must have armor specially commisioned, and it costs twice as much, and is twice as heavy. |
| #32degausserAug 08, 2008 19:18:20 | Any tier in theory... in practice, the city is ruled by Efreet, and every Efreet in the MM is epic. The CoB isn't really a safe place for heroic or paragon characters that are interested in maintaining their freedom, i.e. not being enslaved by the Efreet. Okay, maybe the city of Brass was a bad example. Point is, I'm having trouble converting 2nd ed enviromental damage to 4th ed. |
| #33otogi_2Aug 08, 2008 19:40:12 | Simply cut the damage in half, and then make it a static value. That seems to be the 4e kind of way |
| #34world_slider_dupAug 09, 2008 0:04:04 | Just whip up some rituals to counter various environments. The places should be deadly if you are unprepared, but any good planar will be prepared and be sure to have their towel. |
| #35otogi_2Aug 09, 2008 13:46:37 | Okay, maybe the city of Brass was a bad example. Point is, I'm having trouble converting 2nd ed enviromental damage to 4th ed. Actually, considering how Eferrti are really more of a noble class almost exclusive to race and considering how small the noble class is, even in as big as the City of Brass, who I might add can be found everywhere amongst the planes, I think the characters can be safe (well as far as adventurers go in a hell-like city ruled by genies and devils go) Also, it's more than just Eferrti there are a few fire based archons who have some military rule, a fire gensai who made begrudingly made her way up the ladder and a mind flayer who serves as one of the advisors of the Sultan himself, as well as an Osyluth who owns his own batalion of legion devils. Of course, the first two I just made up and the last two are just a rumor. |
| #36ramses_iiiAug 09, 2008 14:20:52 | Actually, considering how Eferrti are really more of a noble class almost exclusive to race (there are a few fire based archons who have some military rule, a fire gensai who made begrudingly made her way up the ladder and a mind flayer who serves as one of the advisors of the Sultan himself, as well as an Osyluth who owns his own batalion of legion devils. Of course, the first two I just made up and the last two are just a rumor), and considering how small the noble class is, even in as big as the City of Brass, who I might add can be found everywhere amongst the planes, I think the characters can be safe (well as far as adventurers go in a hell-like city ruled by genies and devils go) THAT WAS ONE SENTENCE!?! Thank you for murdering my language.... |
| #37otogi_2Aug 09, 2008 16:25:32 | Okay, so I babble! I'll correct it, but seriously, why so frikin' antagonistic? |
| #38ramses_iiiAug 09, 2008 17:04:39 | I don't mean to antagonize, I was just... incredulous.... |
| #39otogi_2Aug 09, 2008 17:14:21 | I guess that makes sense, then. Anyway, back on topic. We sure as hell haven't converted or changed everything, so what else do we need to develop? |
| #40degausserAug 09, 2008 19:31:29 | I guess that makes sense, then. Okay, so, just to review, I have converted: The 'Warp sense' spell Rogue Modron Bariar Baatorian Green Steel The factions In addition, the book has for us: Githyanki Githzarai Tana'ri and Baazatu What we still need (off the top of my head) Rules for subjective gravity Rules for Limbo (ha ha! I love the idea of 'rules' for limbo) Resolve the 'enviroment' question. Need spells like "Protection from evil, 10' radius (for hedging out outsiders), Banishment, wish. Items like various other small charms and such. |
| #41otogi_2Aug 10, 2008 9:22:03 | Okay, so, just to review, I have converted: There's also a conversion at ENworld of these, plus some paragon paths for the giths and new planetouched. Here's the link: http://www.enworld.org/forum/showthread.php?t=230803 In addition, the book has for us: Which means we also need more on angels, primordials, fey and aberrant creatures, as well as exarchs What we still need (off the top of my head) Rules for subjective gravity Rules for Limbo (ha ha! I love the idea of 'rules' for limbo) Resolve the 'enviroment' question. Need spells like "Protection from evil, 10' radius (for hedging out outsiders), Banishment, wish. Items like various other small charms and such. Not sure yet on gravity. Probably use the rules for flying on perfect mobility Don't you know? It's called the Elemental Chaos now, and the rules are difficult to understand (which, with a name like that, would make sense). It's probably has a smorgishborg of traits in different areas The environments have been described in the DMG, along with hazards and what could be traps with planar origins. Things like razorvine has also been converted at ENworld, too. The protection spell is even more complete with the Magic Circle ritual, which can easily be converted to an alignment based theme. Banishment is harder because most rituals are at least 10 minutes long. It's possible to make it part of a paragon path or a spell/prayer, but otherwise it's kind of unknown for me. Wish would of course be a ritual, but it's mechanics would take at least a few days to convert into something balanced and meaningful. It would at least be of 26th level and require quite the cost. |
| #42deaconorlovAug 10, 2008 15:45:18 | It may be a bit much to set precedent on this but really, considering the way spells have been changed, it seems almost necessary, unless Wizards gets around to it in a subsequent book, to create rituals, call them sways, feits, cantrips or orisons or whatever, that are of a general getting around on the planes utility variety that take less than 10 minutes to pull. Alternatively you could posit a number of ritual slots, like equipment slots but filled by triggered rituals. Mechanically speaking you could have X number of ritual slots where X is keyed to level or number of rituals you have or something to make you have to choose which rituals you set up at the beginning of the day. each of these rituals that can fit into a slot would require a trigger to activate such that you could hold your ritual for banishment until such a time as you need it then the ritual goes away. Basically this idea resurrects spell slots to an extent but of course this is only an off the cuff series of suggestions. Another, probably simpler and likely less satisfying, possibility would be to flood the planar marketplace with tools for the performance of these various missing abilities. This was already noted as an option for the portal sense spell but fluff could easily muddle things about to where a great deal of magical physics has changed since the planar upheaval and much of the older knowledge was lost. Artificers still cling to some vestiges of the older powers but none can truly master them the same way again, things are just different now. This has the nice side effect of vastly increasing the variety of objects to be found for sale in planar black markets and can make an entire adventure out of chant coursing trying to prep for a particular situation or trip. I might be taking a pretty liberal slant on the 4ed rules (in fact I'm relatively certain that I am) but I love old Planescape and it is abundantly clear that there is a lot of work to be done to make it work in 4ed. |
| #43the_ubbergeekAug 10, 2008 16:42:31 | Deacon, maybe a reimagination of Planescape instead of actualy updating it? It's a good occasion to reexaminate the weaker, problematic points possible and perhaps rethink how things are done. Also, change assumptions of fluff tied to mechanics of the past. Planescape adapted to D&D as much as D&D adapted to Planescape. |
| #44deaconorlovAug 10, 2008 17:17:47 | Planescape adapted to D&D as much as D&D adapted to Planescape. On That note perhaps I should tone back a piece and suggest a possible paragon class to create. In the 3.x. manual of the planes there was listed a class called the Gatecrasher that I was quite fond of perhaps this should be something worth looking into modding into a paragon class for perhaps the ranger or maybe the rogue. they have a bevy of features to choose from ranging from forcing portals without keys to acclimating to harsh planar climes or even at latter levels creating portals as a daily power to a location otherwise specified. I don't have my Manual of the Planes handy or I would post a possible write up but if I may have one done up by tomorrow, if no one objects to such a thing. |
| #45degausserAug 10, 2008 17:51:40 | While I like the idea of adapting planescape to a more 4th ed centric theme, I'm trying to do a straight conversion here for a number of reasons. 1) I liked the setup of planescape. 3rd ed planescape was, in my opinion, vastly inferior to 2nd ed, and, no offense to wizards, I don't believe that 4th ed will be any better (if they ever make it.) I like the idea that worlds are small, insignificant, and generally looked down upon. Also, I missed the slang and general 'grittyness' feel. 2) The plane of shadows was stupid. I'm sorry, it was just stupid. Go anywhere, anytime? Plus, it got rid of almost all of the 'flavor' of planescape. 3) There is already a huge wealth of material for 2nd ed. planescape out there. Everything works, the cosmology, the 'bad guys' the 'good guys.' Everything is fun and nicely balanced. 4) Planescape had a sense of wonder about it. It was strange, out there. Even the most hardened planeswalker could find some stuff that would really freak him out from time to time. It was a dangerous place, where common sense and knowledge was FAR more usefull than how to weild an axe. In my opinion, this encouraged more role-playing. I like the idea of triggered rituals, but I might reduce it to one triggered ritual 'readied' at any given time, per tier. (so one, readied heroic, one redied paragon, etc.) So far, I can think of "Planar resistance, Planar Adaptation, banishment, Limited Wish and Wish. |
| #46maulornAug 10, 2008 18:08:08 | While I like the idea of adapting planescape to a more 4th ed centric theme, I'm trying to do a straight conversion here for a number of reasons. QFT |
| #47deaconorlovAug 10, 2008 19:26:37 | Pray, what does the acronym QFT stand for? |
| #48degausserAug 10, 2008 20:42:42 | Either "Quoted for Truth" or "Quit *explative* talking" I assume from context that he was saying the former. I hope he was saying the former. . . That's why I'm not a big fan of the acronym, it's too ambigious. |
| #49degausserAug 10, 2008 20:50:56 | Either "Quoted for Truth" or "Quit *explative* talking" I assume from context that he was saying the former. I hope he was saying the former. . . That's why I'm not a big fan of the acronym, it's too ambigious. |
| #50degausserAug 10, 2008 22:27:28 | Either "Quoted for Truth" or "Quit *explative* talking" I assume from context that he was saying the former. I hope he was saying the former. . . That's why I'm not a big fan of the acronym, it's too ambigious. |
| #51degausserAug 11, 2008 7:53:01 | Wooo! I post something right as Wizards boards go down, result? TRIPPLE POST! WOOOOOOO Okay, so a goodie to make up for tripple posting: Belief and the planes: Elemental Planes; limbo When on the elemental planes, gravity is compleatly subjective. Gravity only exsists the way you think it does. A successfull Insight check (DC15) allows someone in an elemental plane to change their personal gravity orientation (or set it to 'no' gravity) if there is nothing around. The DC becomes 20 if in the presense of someone else with a different subjective gravity (Thus, if you are in a city, trying to 'fly away' requires a dc 20 check.) Orienting yourself to an area's 'normal' gravity is a minor action that automatically succeeds (thus, you automatically succeed in orienting yourself to a town's 'down' gravity.) Changing gravity is a minor action. This is not true 'flying' because you are essentially falling. Thus you have no manuverability, but it doesn't count against your movement speed. A being 'falls' at a rate of 25 squares per round, cannot 'double move' and cannot choose to fall less, unless they spend another minor action to change gravity again. A successfull Insight check DC 30 allows you to make gravity effect you at half strength, allowing you to fall 12 squares. These rules apply in Limbo. Additonally, Limbo is in a state of constant flux. In it's natural state, it is a 'soup' of primordial matter, and most characters will drown without air. However, a successful Insight check (The DC is equal to 1d20, it IS the essense of chaos), a creature can create any relativly simple enviroment he wants, a sphere of radious equal to 1/2 his wisdom or Inteligence score. Most people choose some ground and a bubble of air. Once ground is established, people can automatically orient themselves to this 'ground' gravity. Sustaining this effect is considered a minor sustaining action. Belief and the planes: Belief effects the planes in a way that changes them. It is not uncommon for cities in the outlands to 'slide' to the town that best represents their alignment and belief, and if enough people believe in something, it will happen. Forcing yourself to believe in something is an insight roll (DC 20). Of course, someone could also lie to a body or otherwise trick them into believing anything. When enough people believe something, it happens. This is measured by cumulative wisdom scores. For example, if 10 people with wisdom 10 all believe in something, they contribute 100 'points' to that belief in that area. Below are some point examples. 1000 'points' of belief: Slide a city in the outlands around, at the rate of about a mile a year. Equivilent to a heroic tier daily power 10000 'points' of belief: Equivilent of any paragon-level daily power. 100000: capable of creating one portal to one place (except inside Sigil or to Sigil) 1000000: Equivelent to a 3.5 WISH spell. 10000000: Even greater power, like the ability to create life, or imagine a person or being out of exsistance (not a god or demigod though. |
| #52deaconorlovAug 11, 2008 10:52:45 | I Like the belief system but there are some vagaries I feel compelled to bring up. In Planescape Torment in the Sensate Hall the Nameless One remembers convincing a man that he did not exist and poof, he ceased to exist. Are you trying to prevent this from happening due the possibility of it being overpowering or are you striving for a more consensus reality perspective? |
| #53degausserAug 11, 2008 18:40:15 | I Like the belief system but there are some vagaries I feel compelled to bring up. In Planescape Torment in the Sensate Hall the Nameless One remembers convincing a man that he did not exist and poof, he ceased to exist. Are you trying to prevent this from happening due the possibility of it being overpowering or are you striving for a more consensus reality perspective? Planescape Torment, while based in planescape, had several parts that were not in line with the planescape campaign setting. These were (in no particular order) 1)Ghosts cannot appear in sigil, or anywhere in the outlands for that matter. Ghosts reside on the etherial plane, which does not touch the outlands (Diedriana's ghost) 2)People cannot leave or enter sigil except by the Lady's will, usually in the form of portals. (Modron cube.) 3)Only the Lady can create portals in Sigil (Ravel's portal) 4)A single person's belief cannot effect the physical world, unless you have some superhuman wisdom (Arguing that dude out of exsistance, making the seed grow for your spellbook) 5)You cannot 'summon' things to Sigil, or from Sigil (several spells, such as Cannon of Mechanus, can be cast in Sigil) 6)There is no safe haven in the negative energy plane. No area that allows for people to survive there. The Dustmen get as close as they can, but even they can't figure out how to get there (fortress of regrets) 7) In 2nd Ed, Githzerai COULD NOT be Lawful, and Rogue modrons HAD TO BE Lawful. Now, I understand whey they did these for the game. Some so that they could reinforce the nature of the planes and some for gameplay issues, but, like I said, they bent or broke some of the rules. |
| #54degausserAug 13, 2008 4:00:08 | More Variaty in your Planes: In today's installment, we'll look at another potential problem of Planescape, and that is the issue with monsters. In an infinate infinaties, you'd expect more monsters than those simply shown in the new MM. Well, not exactly, it's time to look at what can be done with the core rulebook monsters, and the outer planes. Subscribing to the old cosmology, there are 16 outer planes, all with their own unique inhabitants, but let's look at what we really need. In the old system, Angels, wheather Lawful, Neutral, or Chaotic were almost all identical, only with changed alignments. The books even illude to as much, so the Angels in the MM should be fine. Use the rules for level-advancing monster if your players need to fight Angelic generals or you need stats for such. These are supernatural denizens of Mt. Celestia, Elysium, and Arboria. Bitopia and Archadia are primarily populated by normal people (or petitioners), simply give humans or other petitioners class levels. The Beastlands is populated by, well, beasts. Standard animal stats, except give the animals human-like intelect and the ability to speak. Ysguard is populated by those that love good natureded battle. Barriar (previous posts) and Archeons seem to be the order of the day, along with petitioners with class levels. Limbo is populated by Sladdi and Githzerai, both of which have stats in the book. Carceri is populated by those that would backstab, and is known as the plane of jailing. Evil-aligned Archeons would be appropriate here, along with (you guessed it) normal NPCs with class levels as petitioners. The Abyss: Stats for Demons already exsist. Pandamonium: The howling winds here are the main threat, though the inhabatance are also deadly. Most Lurkers that hide and strike are good fits here, especially if they are strange and alien. The Destrachan is also thematically appropriate. The Grey Waste: Unfortunatly, while Wizards kept Tanar'ri and Baatazu, they left out the third demon type, the Yugoloths. They Grey waste drains all color, passion, and happyness out of life, and thus the Shadar-Kai are thematically appropriate. What's more, they can easily be given class levels to increase their level. Gehenna: The firey forges of the eternal volcanoes make this place extreamly hot. A good place to avoid, as the Effretti would be a great source of stat blocks. Simply alter their appearance and call them Gehena natives. Baator: Stats for Devils already exsist. Acheron: A plane of endless rank-and-file soldiers under an opressive regime, forced to fight in a war that is coldly calculated and has no point. Stat blocks for normal human soldiers would make up the majority of this plane, where as the rare leaders would be warlords, priests, or wizards. Mechanus: The Warforged could substitute for the Modrons easily enough, simply alter their description. And there you have it. Maybe not exact replicas of the Planescape races, but a pretty good quick-and-dirty way to get the stats you need. |
| #55Steely_DanAug 13, 2008 6:48:37 | There is, however, two hang ups I keep getting over, and over again. Planar hazards. The fires of the city of brass (in the elemental plane of fire) deal 3d10 damage per round. Now, while that's a lot in 4th ed, it was about 10x worse in 2nd ed. 3d10 damage could instantly kill a lvl 5 mage in one shot! Do I keep the damage, and make it so paragon-lvl character scan run through the City of Brass for short jaunts, or do I up the damage? And if I do, how much? I'm sure the upcoming Manual of the Planes will have rules for planar environments (The City of Brass etc). But in the meantime, as damage has gone way down, I would implement something like you take 5 or 10 points of ongoing fire damage per round in The City of Brass, and more out in the wilds of the Plane of Fire. My players will soon be jaunting off to Phlegethon (3rd layer of Pandemonium), so I'm coming up with rules for the deafening madness. Any thoughts? |
| #56degausserAug 13, 2008 7:13:52 | I'm sure the upcoming Manual of the Planes will have rules for planar environments (The City of Brass etc). Why yes, Steely_Dan, thanks for giving me feedback (Hear that the rest of you? I appreciate feedback!) Again, this is all off the top of my head. Though the exact numbers are up for debate, I suggest the following (Note, this uses the OLD alignment system, ignore the alignment parts if you are using the new alignment system. The simplest way to handle Pandamonium is to require wisdom checks at the start of every day. A failed wisdom check results in 1d3 temporary wisdom loss. This loss in wisdom DOES NOT effect spell to-hits or damage, but does effect (possibly) will defenses, skill checks, and further wisdom rolls. When a creature reches 0 wisdom (or below) they have gone insane, and should roll-play as such. They develop some debilitating psycosis (such as multiple personalities, or scitsophrenia, or something) and start over, with full wisdom. If they hit 0 again, they go compleatly bat-*explitive* snooker loopy. I suggest a Wisdom DC of 15 on the first layer, and +5 for every layer after that, with the following modifiers. In the 'safehouse' on the first level of Pandamonium: Automatic success Chaotic Alignment: -5 to all DCs Lawful Alignment: +5 to all DCs In a building: -15 to DCs Wearing standard ear protection: -5 to all DCs. Wearing specialized ear protection (blocks out Pandamonium winds but not normal talk, cost 40 GP a pair) -20 to all DCs. In additon, the howling winds bestow a -2 penalty to all attacks with ranged weapons per lay (so the third layer bestows a -6 penalty). This does not effect magical ranged attacks such as a priest's lance of light, or a warlock's eldrich blast. Lastly, the plane's winds become increasingly difficult to navigate. All layers reduce movement by 1 square (you must take extra caution to maintain your footing), except for going into a headwind, which reduces movement by 2 squares. This does not effect teleportation movement. Note that characters weilding large shields have their movement reduced by another point when going against the headwind (due to wind resistance). |
| #57idabriusAug 14, 2008 8:11:30 | Deacon, maybe a reimagination of Planescape instead of actualy updating it? I don't mean to derail the thread, but anyone who is interested in working on this, I've been cross posting information about a proposed re imagination of Planescape called Paradigm Shift over in the Other Worlds forum, at Planewalker, and at the Piazza. Come help! |
| #58degausserAug 14, 2008 19:16:54 | I don't mean to derail the thread, but anyone who is interested in working on this, I've been cross posting information about a proposed re imagination of Planescape called Paradigm Shift over in the Other Worlds forum, at Planewalker, and at the Piazza. Come help! Uh, good luck? Seriously, I thought that it was pretty much done with 4th ed, or, at least, it could be puzzled out fairly readily. Inner planes=elemental chaos Feywild=Arborea Shadowfell=Demiplane of shadows OR The Grey Waste Now just put the rest of the outer planes into either the Astral Sea or the Elemental Chaos. Limbo essentially is the NORMAL state of the elemental chaos, but there is also the abyss, pandamonium, etc. Everything else (including Baator) is in the Astral sea. The normal 'world' is now kinda like the outlands. Unfortunatly, there is no Sigil now . . . (sad.) Throw in some portals and your done. I'm not trying to beliddle what work you've got. I mean, comming up with areas inside the feywild and shadowfell seems to be a task, but it seems like the framework of 'adapted' planescape is already there. |
| #59idabriusAug 14, 2008 20:17:41 | Well, we're attempting to address the potentially altered philosophical landscape. If you go take a look over in the Other Worlds forum, you'll see what I mean. |
| #60otogi_2Aug 14, 2008 20:19:07 | Uh, good luck? Seriously, I thought that it was pretty much done with 4th ed, or, at least, it could be puzzled out fairly readily. You know, I appreciate feedback, too, like when I posted a link to how the planes of the last edition fitted the new one. |
| #61Mist-BoundAug 14, 2008 20:23:47 | Not to disrupt or anything, but isn't Sigil mentioned in the 4e DMG, in the (admittedly rather disappointingly brief) Cosmology section? I'm pretty sure it's described as a city of portals that touches every inch of existence... |
| #62degausserAug 14, 2008 20:32:08 | Not to disrupt or anything, but isn't Sigil mentioned in the 4e DMG, in the (admittedly rather disappointingly brief) Cosmology section? I'm pretty sure it's described as a city of portals that touches every inch of existence... Wow, good catch, I don't know how I missed it. Although, to be fair, it feels 'stuck in.' Sigil is said to be outside all the other four planes, giving it a very ambigious feel, and making it's place in the universe questionable. The main problem with Sigil, and the new cosmology from a planescape perspective, is that there is only one 'world' and thus, this is somewhat limiting. A lot of the 'feel' of 2nd ed planescape was that all primers (people from prime material worlds) were stupid country bumpkins (and, while this may or may not have been true) it was kinda the default reaction. If there is only one source of people, then that feeling is greatly deminished, as the world is the only source of humans, dragonborn, halflings, elves, dwarves, etc. |
| #63otogi_2Aug 14, 2008 22:38:31 | Wow, good catch, I don't know how I missed it. Although, to be fair, it feels 'stuck in.' Sigil is said to be outside all the other four planes, giving it a very ambigious feel, and making it's place in the universe questionable. For the record, nobody made any mention that those races (dragonborn, elves, tieflings, humans, the like) all just come from the same plane. It's said that many creatures were born on planes in previous editions and make many generations to last in those demensions |
| #64Mist-BoundAug 15, 2008 20:00:50 | Wow, good catch, I don't know how I missed it. Although, to be fair, it feels 'stuck in.' Sigil is said to be outside all the other four planes, giving it a very ambigious feel, and making it's place in the universe questionable. And personally, that feel was always the element about the setting that irked me. The way even a level zero planar peasant would treat a level 100 prime wizard as a stupid git whose sole purpose was to be mocked just made me grit my teeth. That's probably why so many non-fans of the setting accuse fans of the setting of being arrogant; projecting the behavior of the characters onto the players. Well, that and the whole 'Planescape's cosmology overrides all else, and any claims that another setting's cosmology is different is just further proof of how damn stupid they are' thing. Don't get me wrong, I like the idea of a city that is both seperate from and irrovercably intertwined with all of reality, and the feel of exploring countless strange new worlds is quite attractive to me, but I could live quite happily without the attendant arrogance. Personally, I like the new cosmology- I find it a lot easier and sensible than the old one, and I used to admire it as well. It's so much easier to shape and reshape this new cosmology, whereas before... ugh. If I wanted to slot Infernum into my D&D game in 3.5, I could never tell where in the Lower Planes to slot it or what alignment to give it, while in 4e I just need to rip out the Abyss from the Elemental Chaos and throw the Nine Hells out of the Astral Sea. |
| #65degausserAug 15, 2008 20:35:34 | And personally, that feel was always the element about the setting that irked me. The way even a level zero planar peasant would treat a level 100 prime wizard as a stupid git whose sole purpose was to be mocked just made me grit my teeth. That's probably why so many non-fans of the setting accuse fans of the setting of being arrogant; projecting the behavior of the characters onto the players. Well, that and the whole 'Planescape's cosmology overrides all else, and any claims that another setting's cosmology is different is just further proof of how damn stupid they are' thing. Well, to each their own, I guess. We all have different tastes and you are certainly entitled to like the new cosmology. Personally, I prefer the vastness of old 2nd ed Planescape, but that's just me. Also, to be fair, my favorite part about Planescape was seeing the super arrogant planars get their come'upans. I think my favorite quote was: "Eleminster? Blackstaff? Nystull? What do I care about some clueless prime berks?" (-Unknown Tiefling, showing that even the planar can be clueless.) It was great that the Planars, who's mantra was "Be careful, there's a lot of stuff yo don't understand" had this huge blind spot for primers. Anyway, I, personally, found it funny. |
| #66Mist-BoundAug 15, 2008 21:05:05 | The thing is, the planars getting their comeuppance doesn't get shown very often. I can think of maybe two quotes, at most, of a similar flavor to the one you just brought up, and thousands of quotes describing their contempt for the Clueless. |
| #67otogi_2Aug 16, 2008 14:56:40 | The thing is, the planars getting their comeuppance doesn't get shown very often. I can think of maybe two quotes, at most, of a similar flavor to the one you just brought up, and thousands of quotes describing their contempt for the Clueless. The thing is that you have to take into account the creativity of that edition with the ease of this one, and put them together. You see, the fates that come up to these planars would be some complex and painful, that the ease of this one just can't handle it. So, yes, you might not see what happens to them, but you'll know that it's something horrible and maddening. Or not :D |
| #68degausserAug 17, 2008 4:49:17 | Okay, standard disclaimer, this is off the top of my head and may or may not be balanced. Aasimar: Decendants humans who once mixed with holy divine figures, Aasimar embody everything the Tiefling is not. Their hair is almost always blonde, and their golden skin seems to radiate light. They are almost all universally good, and are accepted quite easily among those of good or neutral alignments. But woe be unto those that cross them, as their wrath can often be just as powerful as the parantage that spawned them. Their appearance usually betrays their heritage. They are usually thinner and more svelt than humans. The almost all have universally blonde hair, gold skin, and are posessed of an almost unearthly beauty. Their voices are usually melodic and this helps them in diplomatic relations. They tend toward the ideals of clerics, paladins, or noble warriors, though inspiring warlords are not unheard of. Height: 5'8-6'4 Weight: 130-220 Ability scores: +2 Wisdom, +2 Charisma Size: Medium Speed: 6 Squares Sight: Normal Languages: Common, one other Skills: +2 Diplomacy, +2 Insight Light: Aasamar can choose to radiate a faint light, as per the light cantrip, but centered on them, as a minor action. Divine heritige: Aasimar have 5 Radiant resistance Holy Crusade: The Aasimar can use the Holy Crusade power as an encounter power: Holy Crusade: If fighing a foe that has been shown to be an opposite alignment to you (Evil if you are good, or vice versa) you may get a +1 to hit with any one attack. If you hit, deal additional damage equal to your charisma modifier. |
| #69degausserAug 18, 2008 20:31:28 | Oh, C'MON! Everyon moans about lack of Aasimar in 4th ed, I post one, and get no response?! Maaaaan. . . |
| #70otogi_2Aug 18, 2008 21:35:43 | I don't know, they're about equal as tieflings, but I don't like the flavor. I'd rather they had something similar to teiflings or half-angels. Also they seem a little midcore mechanicly, not really exciting enough. |
| #71degausserAug 23, 2008 0:31:11 | I don't know, they're about equal as tieflings, but I don't like the flavor. I'd rather they had something similar to teiflings or half-angels. Also they seem a little midcore mechanicly, not really exciting enough. Well, if you don't like their flavor, how about posting an idea of your own? I'm more than willing to hear suggestions or see other people's work. |