If you seek to stem this tide of chaos at its source, follow my lead--I set out for the dreaded Abyss on the morrow. --Lord Amgar the Bold, Paladin of Bahamut The planes have always been a place of great mystery and danger in the Dungeons & Dragons Roleplaying Game, and the new array of planes debuting in 4th Edition continue that grand tradition. Home to gods and devils, demons and genies, fey and titans, these strange dimensions offer unlimited adventure opportunities for Dungeon Masters and their players. This useful travel guide also comes in handy for players seeking to battle demons, devils, elementals, and other iconic D&D monsters native to the planes.
Customer Reviews:
Avg. Customer Rating: 3.0 / 5.0
Overpriced, Unimaginative:
Pros: 1. A few clever ideas like the ex-proxy of Vecna, and a backtracking on the Blood War. The 4e designers said it was a flaw in prior editions, but given the lack of cleverness in the book I'm not surprised they came around. 2. Sigil, a passing nod to spelljammers, inclusion of some of the Great Wheel planes. Cons: 1. Way overpriced. 2. Poor artwork, with a few exceptions entering the acceptable range. 3. Crunch is only at the end, making the legal pdfs of planar... more info
Short, but full of good ideas:
Let me get my big criticism out of the way first.. When I see a suggested price on a book around $30, I expect it to be worth that much. I was right off put off by how it only has 159 pages. I mean the player's handbook was only $5 more and twice that size. With that out of the way, I have to say the content if packed and full of fantastic ideas on how to run a planar campaign. It goes over and explains the new Cosmology within 4th edition, it's quite a bit different from previous editions. (however it... more info
Inspiring, but I wish there were more.:
Manual of the Planes discusses the other planes of the Dungeons & Dragons world -- the areas of reality beyond the mortal world. Its goal is to allow for adventures set among these other realms -- primarily, the Shadowfell, the Feywild, the Elemental Chaos, and the Astral Sea. It mainly succeeds. The first chapter of the book, Exploring the Planes, deals mainly with traveling to the planes and the characteristics of the planes. It includes a description of the basic cosmology of the D&D world,... more info
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