5th Edition, starting advise

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Ocule
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5th Edition, starting advise

So was looking to start a planescape game using the fifth edition ruleset and while remaining true to the spirit of the 5e rules run a game in the planescape universe. I was debating on how much of the old finicky magic rules should i keep? The inner planes seem pretty basic but the outer planes had that massive magic consulting chart.

Also how does the new 5th edition cosmology effect those weird magic rules. Positive and negative energy planes have moved out of the inner planes, the elemental chaos is back, im keeping outlands even though it isnt listed and both the feywild and shadowfel have returned. Should they be considered part of the prime worlds? A little bit of brainstorming could suggest positive and negative energy planes being part of the third transitive plane.

Jem
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How much "local flavor" do

How much "local flavor" do your players want? Personally, I liked the rules, but I know other people didn't. Cleric level loss is the main one that people don't seem to like. The goal of any setting rule should be to encourage role-playing. Where there is a challenge, there should be opportunity.

I don't think it's unreasonable to require hitpoints of blood lost to perform a divination on Carceri, or to have gates off be impossible there. If you're going to cast a transmutation in the Abyss, having it end up hideous and organic whenever possible seem perfectly natural. Illusions failing on Mechanus, summonings being uncontrolled on the Beastlands... all of those tell me that where you are is some place special, a place where the rules are bent towards a specific idea.

Quickleaf
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Magic on the planes

I have a pretty thorough examination of magic conditions on the planes and 5e over here: [url]http://www.enworld.org/forum/showthread.php?356650-Planescape-Fantasy-Taken-to-the-Edge-(5e-conversion)/page2&p=6381083&viewfull=1#post6381083[/url]

Long story short: The spirit of 5e suggests few spells should be affected by the planes.

Ocule
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Decided i do want to keep the

Decided i do want to keep the altered mechanics of the spells that happened in 2e. I know its a bit crunchier this way the worlds feel more unique. We are finally picking this campaign up again im opening with to Baator and Back from the well of worlds. Nice job on that conversion just need to find a way to make enhanced and diminished spells work. Think for 5e keeping double damage/half damage is the way to go?

Actually a thought, i can just keep enhanced and diminished as is. If the spell would be reduced below a level that can be cast it simply doesnt function. Rolls versus an enhanced spell are made at disadvantage, and the opposite for diminished.

So a 3rd level fireball if evocatin is diminished would need to be cast at 4th level or higher in order to function since it functions as -1.

elderbrain
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The DMG should help a lot in

The DMG should help a lot in making the game play more like 2e, if desired. Also for info about the planes as they currently exist in 5e... as far as in-game justification, you might blame/credit the Doomguard for the planar changes (those darn Entropes finally worked!) or Vecna (his meddling by entering Sigil caused the planes to become unstable, so that the Elemental Chaos formed and the Energy planes moved to their current positions.) Alternately, you could use the planes as they existed in prior material... shouldn't be that much work. May also need to "fix" a couple monsters in the MM (i.e. Succubus and Cambion) to match Planescape descriptions, if it matters to you. The Outlands definitely DO exist in 5e, canonically, but I don't know if they kept the rule about spells losing power as you get closer to the Spire. (Still waiting for my copy of the DMG.)

elderbrain
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The DMG should help a lot in

The DMG should help a lot in making the game play more like 2e, if desired. Also for info about the planes as they currently exist in 5e... as far as in-game justification, you might blame/credit the Doomguard for the planar changes (those darn Entropes finally worked!) or Vecna (his meddling by entering Sigil caused the planes to become unstable, so that the Elemental Chaos formed and the Energy planes moved to their current positions.) Alternately, you could use the planes as they existed in prior material... shouldn't be that much work. May also need to "fix" a couple monsters in the MM (i.e. Succubus and Cambion) to match Planescape descriptions, if it matters to you. The Outlands definitely DO exist in 5e, canonically, but I don't know if they kept the rule about spells losing power as you get closer to the Spire. (Still waiting for my copy of the DMG.)

(Rats, double post! Sorry about that...)

Ocule
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Yeah, im picking it up first

Yeah, im picking it up first chance i get but i might be stuck waiting. Kind of in a pinch game is tomorrow everything is done except for one thing, i have no stats for Abishai. Not quite sure how to stat them in 5e they look pretty brutal i thought about reskinning gargoyals or half dragons as them but they might merit a stat block of their own. Multi attack claws/tail with ability to fly and your standard array of fiendish immunities?

Or i can always just replace the creatures encountered with ones that are statted like a barbed devil or bearded devil since i am running the first adventure in well of worlds. Kind of wanted an introduction to the abashai since they are a pretty big part of Avernus

Ocule
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Trying to figure out what to

Trying to figure out what to do about priest level loss. Part of me thinks the penalty is too harsh and should just treat them like every other spellcaster. Part of me also thinks that their tradeoff of having their spells unmolested by planar alterations and pathways is worth it just need to provide keys.

Right now we have a druid in the party, they started off in thedas the dragon age universe so im tempted to just say the druid (elven keeper) is actually a variant wizard instead of a priest for purposes of planescape. Anyway suggestion? I do want to stick to the original flavor as much as possible and i kind of didnt want priests to skate away laughing at wizards who have their spells fucked with.

Bob the Efreet
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One thing I did in 3e is to

One thing I did in 3e is to use the planar alignment trait penalties as penalties against divine caster level - so a LG cleric on the Abyss is CL -4, because the fabric of the plane is interfering with the character's strength of belief. I haven't seen the planar traits for 5e, though, so I don't know if I'd keep the same thing.