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  1. - Top - End - #1
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    KKL's Avatar

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    Default Manual of the Planes [4e]

    I'm still reading through it, but my only real comment so far is...
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    Last edited by KKL; 2008-12-16 at 11:16 AM.

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    Bugbear in the Playground
     
    Goblin

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    Default Re: Manual of the Planes

    What edition is this?

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    Default Re: Manual of the Planes

    Quote Originally Posted by Project_Mayhem View Post
    What edition is this?
    4th Edition, I think, it's been released recently. I didn't think there's anything worth writing about in 4ed cosmology, but apparently there is.
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    Goblin

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    Default Re: Manual of the Planes

    oooh. Did they put Modrons back in?

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    Default Re: Manual of the Planes

    oooh. Did they put Modrons back in?
    I doubt it. Without the Nine Alignments, the great wheel makes less sense than it should. They've already retconned the Blood War away, so I think Mechanus and Limbo are probably not going to be high on the "update" list.

    It's probably going to be something completely different. I do, however, hope that they still include Sigil. That Thaumovictorian city was awesome.

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    Goblin

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    Default Re: Manual of the Planes

    I doubt it.
    Then I agree with M0rt. At least 3.5 ed. had incredibly obscure rules for using them. Ah well, back to planescape for me.
    Last edited by Project_Mayhem; 2008-12-16 at 11:09 AM.

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    Default Re: Manual of the Planes

    4e has Sigil, and a ton of other stuff.

    Finished reading it, skipped a bit because of tl;dr and I'm sleepy as hell.

    *GLEE*

    EDIT: Modrons suck.
    Last edited by KKL; 2008-12-16 at 11:16 AM.

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    Default Re: Manual of the Planes [4e]

    I don't have it myself... but I read that there would be Spelljammers?

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    Default Re: Manual of the Planes [4e]

    EDIT: Modrons suck.
    How DARE you sir.

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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Mando Knight View Post
    I don't have it myself... but I read that there would be Spelljammers?
    Yes, they are included as a buyable veichle and there's a paragraph describing what they are and what they do...

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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Project_Mayhem View Post
    How DARE you sir.
    We shall duel at dawn. Pistols out, to the death.

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    Default Re: Manual of the Planes [4e]

    Manual of the Planes is one of the fluffier books they've put out for 4e...it contains a lot of information on the new cosmology which by the way is not as different as people claim (just because The Abyss is now a realm in the elemental chaos and the Nine hells is an astral dominion doesn't mean they aren't still there). It also contains a handfull of paragon paths, a few magic items, rituals and such. And yes it also has Spelljamers, Sigil and Graz'zt but no Modrons. It does however have a page about the earlier D&D cosmology and which changes there would be if used it 4th edition (such as making Mechanus unaligned).
    I'm in your rulez breaking your verisimilitude.

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    Default Re: Manual of the Planes [4e]

    We shall duel at dawn. Pistols out, to the death.
    I don't think I've ever been awake at dawn. Can it be the crack of noon?

    Anyway, you chose weapons so I choose location.

    The Clockwork Nirvana of Mechanus.

    Right in the Main Modron stronghold.

    After I told them what you said.

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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Project_Mayhem View Post
    To quote Quinton #23, 001101010110010, 100101010 00000000111100010101!
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    Ogre in the Playground
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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by KKL View Post
    We shall duel at dawn. Pistols out, to the death.
    Pistols?

    You sissy. If you're going to duel, do it right.

    Grenades.
    It doesn't matter what game you're playing as long as you're having fun.

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    Default Re: Manual of the Planes [4e]

    Pistols?

    You sissy. If you're going to duel, do it right.

    Grenades.
    Don't tell him that - I'm an Englishman. We get racial bonuses to Flintlock Pistol Dueling. Grenades are for unsporting chaps. It's really not cricket.

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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Muyten View Post
    Manual of the Planes is one of the fluffier books they've put out for 4e...it contains a lot of information on the new cosmology which by the way is not as different as people claim (just because The Abyss is now a realm in the elemental chaos and the Nine hells is an astral dominion doesn't mean they aren't still there). It also contains a handfull of paragon paths, a few magic items, rituals and such. And yes it also has Spelljamers, Sigil and Graz'zt but no Modrons. It does however have a page about the earlier D&D cosmology and which changes there would be if used it 4th edition (such as making Mechanus unaligned).
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    Default Re: Manual of the Planes [4e]

    So, is this book any good for players, or is it mostly a DM resource?
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    Halfling in the Playground
     
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    Default Re: Manual of the Planes [4e]

    I'd say it's mostly for DMs...of it's 159 pages only the last chapter (around 20 pages) are player resources.

    There are 8 new PPs in the book.

    Blade of Cedriane (for Eladrin Rangers)
    Doomguard Marauder
    Gatecrasher
    Knight of Celestia
    Malec-Keth Janissary (for swordmages no less)
    Planeshifter
    Shadow Captain
    and Soul Guide

    So basicaly each class from the PHB gets one (although Warlock and Wizard has to share and the ranger one has an additional requirement of being Eladrin)
    I'm in your rulez breaking your verisimilitude.

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    Ettin in the Playground
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    Default Re: Manual of the Planes [4e]

    I have a question, what does Graz'zt look like? challenging as Orcus or no?
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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Callos_DeTerran View Post
    I have a question, what does Graz'zt look like? challenging as Orcus or no?
    Well Graz'zt is a level 32 solo controller... probably a bit weaker in direct combat but not much and with an overwhelming domination power Graz'zt can quickly turn a few of your allies against you which is pretty nasty if they are strong enough to go up agains Graz'zt in the first place.
    I'm in your rulez breaking your verisimilitude.

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    Barbarian in the Playground
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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by hamlet View Post
    Pistols?

    You sissy. If you're going to duel, do it right.

    Grenades.
    If you're going to duel, use landmines. Or steamrollers.

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    Barbarian in the Playground
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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Callos_DeTerran View Post
    I have a question, what does Graz'zt look like? challenging as Orcus or no?
    Did you just punch out Graz'zt?

    Of course, giving them statistics at all makes them fair game I suppose unless the DM actually cares.

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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Tacoma View Post
    Of course, giving them statistics at all makes them fair game
    Yes, that's the whole point.

    Of course, Orcus was soundly defeated on the Intarwebs days before the actual release of the PHB...

    Strongest contender so far, IIRC, is Tiamat.
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    Ogre in the Playground
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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Tacoma View Post
    If you're going to duel, use landmines. Or steamrollers.
    Landmines I can get behind. They make a satisfying bang and cause suitable amounts of collateral damage.

    However, a duel between steamrollers would devolve into a very slow game of bumper cars. Just no fun.

    Other acceptable weapons include but are not limited to zweihander swords, AK-47's, shotguns, shuriken, katana, F-16's, and nukes.
    It doesn't matter what game you're playing as long as you're having fun.

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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by hamlet View Post
    Landmines I can get behind. They make a satisfying bang and cause suitable amounts of collateral damage.

    However, a duel between steamrollers would devolve into a very slow game of bumper cars. Just no fun.

    Other acceptable weapons include but are not limited to zweihander swords, AK-47's, shotguns, shuriken, katana, F-16's, and nukes.
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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Muyten View Post
    I'd say it's mostly for DMs...of it's 159 pages only the last chapter (around 20 pages) are player resources.

    There are 8 new PPs in the book.

    Blade of Cedriane (for Eladrin Rangers)
    Doomguard Marauder
    Gatecrasher
    Knight of Celestia
    Malec-Keth Janissary (for swordmages no less)
    Planeshifter
    Shadow Captain
    and Soul Guide

    So basicaly each class from the PHB gets one (although Warlock and Wizard has to share and the ranger one has an additional requirement of being Eladrin)
    Any way we can get a basic description of these guys? I mean, I'll probably not be buying the book, but I might at least look into it if they're really cool.
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    Default Re: Manual of the Planes [4e]

    What do the Bladeling characters look like?

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    Ettin in the Playground
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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by Kurald Galain View Post
    Yes, that's the whole point.
    I care to disagree but that's neither here nor there. I was just wondering how the balance of power is going to be preserved between Graz'zt, Orcus, and Demogorgon who I'm REALLY looking forward to see the statblock for since he's supposed to be the most physically powerful of the Demon Lords.
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    Default Re: Manual of the Planes [4e]

    Quote Originally Posted by NPCMook View Post
    What do the Bladeling characters look like?
    Bladelings aren't avalible as a player race (which is silly, I was hoping they'd carry over at least a few from Planar Handbook), but they look pretty much the same as they did in 3.5

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