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5e planeshift
5e planeshift




I know that seems like a lot of complaints over just one page, but it's been bothering me more and more over all the Planeshifts. And probably also they end the game with an intra-party brawl to cut each other's hearts out, after which the winners also get murdered.

5e planeshift

As with presenting Curse Of Innistrad as a battle with an "irrelevant" antagonist whilst an Eldrazi invasion happens off-screen (so I guess your PCs all probably just turn into monsters or die about five minutes after the last session, unless somebody got a Geist buddy during the campaign), this guide is far too married to canon to suggest that you could have a world wherein your PCs are the heroes - just witnesses to a world where Magic's canon character are heroes. This would also dovetail nicely with what the heroes of the Amonkhet block wind up doing.īut James Wyatt doesn't tap into any of the Dark Sun potential of the setting. If my memories serve me correctly, the default group of PCs was a band of revolutionaries trying to strike down this terrible system. seriously? All but two sentences of the GM advice assumes that your party will be playing a game about deluded pawns of Nicol Bolas marching towards their oblivion? I may be going crazy here, but I seem to recall that there has been an actual, published D&D setting which involved isolated, inhabitable cities in a hostile, magic-induced desert, with godlike rulers enforcing a dystopian society, and a terribly powerful dragon beyond it all. the Wizards puts them out for free, they're a great resource, and I know it's silly to nitpick too much about the specifics.īut. Okay, I really like the Planeshift articles. (Additionally, Amonkhet apparently has no charismatic races outside of humans, but I guess that's something that comes with adapting material not initially designed for D&D 5e.) Kaladeshi and Zendikari humans were presented as non-Variant humans, while Innistradi humans, as the only playable race on the plane, were given new regional subraces (with ones from Gavony using the default non-Variant stats.) It's justified in the text, but I wonder if this represents a shift toward treating Variant humans as the "normal" choice, over the anemic default human. Something else of note in the races section - Amonkhet humans are apparently Variant Humans by default. Every single benefit they get - and they get a lot of them - is directly something that's excellent for a Ranger character. That said, Hawk-headed Aven are almost too perfect as Rangers.

5e planeshift

Most flying races, thematically, are pretty good fliers, and once that seal is broken, it's broken. On some level, I'd rather they just put in stats for a full-feeling Aven race and let DMs make the call on whether flying races are playable in a campaign starting at level 1 than to put awkward restrictions on races that thematically do fly.

5e planeshift

If somebody wants to play a flying race in a game with unrestricted race selection, they already can that ship has sailed. On some level, once you have some basically unrestricted flying races in the game, you might as well keep doing them.






5e planeshift