Planar Handbook: A Player's Guide to the Planes | ||||||||
Bruce R. Cordell and Gwendolyn F.M. Kestrel | ||||||||
Wizards of the Coast, 193 pages | ||||||||
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A review by Chris Przybyszewski
That's true, if your characters are stuck on only one planet.
Single-planet campaigns are good for many, maybe even most player characters. What's wrong with becoming a big fish in a
small pond? But for others, the cosmos beckon. For others, the universe, in its infinite variety, calls with a silver-tongued
voice, one that cannot be so easily ignored.
For those adventurers, Wizards of the Coast present the Planar Handbook: A Player's Guide to the Planes, a new source book
for the Dungeons & Dragons world. The Planar Handbook offers a variety of information on multiple worlds, multiple possible
campaigns, and multiple character classes.
This book is not specifically meant for game masters. The information is useful for any GM, but instead the focus is to educate
players and player characters in their ways through the planes. A good portion of the book elucidates ways to maneuver (safely,
and sometimes not so safely) through the planar areas, weapons useful against the multitudinous enemies out there (there are
quite a few), and also the feats that will help your character survive.
The new character classes (buommans, mephlings, neraphim, shadowswyfts, spikers, tieflings, and wildren) bring new ideas to
what a character can be. Each of the planar characters share characteristics of those evolved in multi-planar environments. That
includes resistance to many elemental harms (e.g., acid, cold, electricity), multiple languages (common ain't so common on
the planes), and -- how shall we say? -- a relative view of good, evil, and religion in general. Each plane offers its own brand
of such things, and the players will have to be familiar with the 'rules' of each plane in order to get the help they
need (and to avoid dying) through their campaigns.
To give an example, the Tieflings are evilish characters from the outskirts of the planes. Nimble thieves, Tieflings struggle
to fit in their respective societies, and often fail. The creatures look humanoid, except for the presence of some combination
of small horns, pointed teeth, red eyes, cloven feet, and red skin. Oh, and is that brimstone you smell? Probably. Tieflings
receive a +2 to Dexterity and Intelligence, but lose a –2 in Charisma. They can cast Darkness once a day, and has resistances
to cold, electricity, and fire. Is someone a relative to a demon? Yes, I think so.
Other practicalities offered in the Planar Handbook are the Planar Touchstones. Each plane features its own energy,
identifiable and malleable to those with the correct knowledge and will. For example, those with the Personal Touchstone feat
are able to draw new abilities from the plane to which they are attuned. Of course, there are multiple story-line capabilities
available. Perhaps some nefarious demon guards a particular touchstone. Perhaps only those of certain blood types can access
certain touchstones. Maybe some touchstones carry certain ill side affects that can wreak havoc (along with great power) in
the lives of player characters.
The most important part of this supplement, in my opinion, is the final section, which outlines in detail the planar
hot spots: The City of Brass, Sigil, and Tu'Narath. Each city is big enough and varied enough for an entire campaign. And
while the authors include the standard level of information for each city (inhabitants, factions, governments, weather),
there is plenty of room for GM improvements and unique additions.
For example, how many players have actually traveled to the Githyanki city of Tu'Narath? The city is located on top
of the petrified remains of a dead god, which is bad for property values but good for adventures. Oh, and a lich-queen runs
the place, which is also fun. Here's a travel tip: when traveling in Tu'Narath, get a pass from the queen. Things will go
badly for your group otherwise.
As with many of the current supplements out there for D&D, the emphasis is on possibility, not rules. The outlines for each
character, class, and feats give heuristics by which players and GMs can expand their scope of campaigns and stories, so
that each can discover their own true path. To those who wish to stay on this side of reality, good. For those who wish
more, read the Planar Handbook.
Chris learned to read from books of fantasy and science fiction, in that order. And any time he can find a graphic novel that inspires, that's good too. |
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