...or lack thereof. I know the question has been brought up before, but I'm not sure it has here, and I feel like discussing it - what role do social skills play on a character sheet?
There are problems with using them, since it is the players social skills which will be doing the acting for the character. Suppose the player is great at fast talking, but the character can't lie his way out of an open window?
But you can't not use them either, for the opposite reason. If the player can't fast talk but the character can, how's the player supposed to play it?
And if I just go by the rolls, is it still roleplaying?
A possible solution is to use the roleplaying done by the player as a modifier to the character's rolls... The problem with this is that it encourages players not to roleplay it when their characters can't argue anywhere near as well as they can. Also, is it fair to make a player who can argue playing a character who can argue so much better at it than a character with similar skills played by someone less adept at manipulating their fellow man?
OK, so I'm mostly posting because I'm bored and it's 4AM, that doesn't reduce the potential for discussion. Any ideas?
From Dragon #288, October 2001. From the Comic, What's New with Phil and Dixie: "Traditionally, This [Undead] means someone who is dead, but doesn't ACT dead, i.e., Vampires, Zombies, and 2nd Edition D&D Players."
I was actually forced to buy the Manual of the Planes. Well not forced in the traditional sense---no one held red hot irons to my feet or anything---but I have been developing a game world with strong extra-planar influences and I really needed a good source book to help out. I was not disappointed.
Now, talking about the planes is a tall order. Basically you need to talk about 20 or more different universes and their inhabitants. Well, when we consider that there are already a half a dozen books around that cover only one universe, we can see that this is never going to be adequate detail. Obviously we need separate books for each plane! Given that this is not very realistic, the Manual of the Planes is a superb compromise.
As with all of the WotC offerings so far, the Manual of the Planes starts by defining terms, and then uses those terms consistently throughout. So when a plane is described as having "heavy gravity" or "wild magic", we know exactly what this means including how it affects player mobility, survival, spell casting, and everything else interesting. This is a breath of fresh air from first and second edition texts where terms come and go as needed and introduce only colour and ambiguity. This is not specific to the Manual of the Planes though---this seems to be the hallmark of 3rd Edition in general.
The cosmology presented in MotP is the traditional one of the D&D universe. Prime Material plane, ethereal connecting elemental planes, and astral connecting divine planes. A lot of energy is spent on the practical aspects of travel in astral and ethereal domains, which is a treat as in previous works this was mostly hand waving and not game mechanics.
Also presented are several alternate cosmologies and ideas for constructing more.
In addition to a substantial overview of each plane (a page at least for each, and in most cases more), MotP includes some special planes that are wonderfully close to copyright infringement without quite going over. Even the Lovecraft mythos are covered in a very nice and butt-covering way. Also here are some Neil Gaiman constructs (Plane of Dreams and the Plane of Mirrors) with a gloss of change to keep the copyright lawyers at bay.
All in all this is a nice addition for any referee that is thinking about extra planar activity. Even if all you ever use it for is the new monsters and a grounding cosmology that may never be explored, it's worth your silver. My only gripe is that the Modrons are omitted, but they are covered by WotC in a free download, so that's a pretty minor complaint.
The artwork is very nice in MotP. Better than some (like Oriental Adventures which, while occasionally excellent, is all too often mediocre) at any rate. But I don't actually care a whole lot about the artwork: I'm interested in how it affects my game, and on that scale the Manual of the Planes rates very highly. Recommend, recommend, recommend.
If any of you would like further reading on our quest, please check out our group's site, click "Enter," then "Archives," and then "Quests." You'll probably end up being quite disgusted, but oh well. And don't forget to vote for our site! =)
Interesting book. One heaping huge gigantic horrific piss-me-off-a-lot issue I have with it:
I DO NOT WANT TO PLAY IN ROKUGAN. If I wanted to play in Rokugan, I'll play L5R. But the lion's share of the new feats and prestige classes are, well, Rokugan-based. I was hoping for a nice book that would introduce ways to do Oriental-style characters. Instead, I got a book that would probably be considered the 'Rokugan Sourcebook'.
I would have preferred to have a separate book on Rokugan, which they could have done just as easily to suck out money. But no, we get this.
I liked the way they did the spells, and the discussion of the differences in 'alignment' concepts between standard and OA D&D. And the new weapons. (My character in the new game we're in is a fighter with Ambidexterity, Two-Weapon, and exotic weapon proficiency: War Fan, who surprised the other PCs when the fan she was apparently lazily fanning herself with suddenly sliced open a street thug. Which is the way these things should work.)
But realistically, there was too much L5R-related stuff. I'd like to have seen some of the stuff presented and then, perhaps, a 'how to use it in Rokugan' section. But as it stands, it's the greatest waste-of-money book I've gotten for 3rd Ed so far.