Planescape Newbie

Post/Author/DateTimePost
#1

random_hero_02

Nov 08, 2004 6:44:24
In an Upcomming game ( later this week ) I will be taking my first steps into the Planescape campain setting. While I am not new to other realms, Planescape is something I have never even looked into in the past. So, Im looking for a little Help/Advice on Character. And, to a Greater extent, how to approch this world . Since it is, as i understand, a very differant style of gameplay.

The Char. concept I was thinking about, was a Bounty Hunter type. Track em down Bring em back, Collect your Dues. I was Thinking More Melee orented then Caster. Prob wanting to do Justicar in there some where, Maybe Ranger to get the "Hunter" Feel. Lawful Neutral is the Alignment im leaning towards.

Its a 3.5 Game - WotC books Only, Dungeon with Approval, ECL will be 10ish ( 7-10. Exact not nailed down as of yet ), Trying to Avoid UA centric, as the DM is not super keen on the book. 28 Point Buy

Being a "Traditional" player, I have never really had the chance to play an Off the wall Race/Class. Thri-Kreen Might Be Interesting, Always kinda of liked the race, never had the chance to play one.

So, Please. Give me some Ideas on a direction to head toward. Or Tips for living in the Planescape Setting.
#2

sildatorak

Nov 08, 2004 10:19:36
If you're leaning away from spell caster, perhaps you should go with the non-magical ranger variant from Complete Warrior (I think it is CW, at least, it might be UA). Basically you give up your spells but will get +10 feet to your speed at 6th. It only really hurts in that you can't use wands of cure wounds. After you hit 6 go straight Justiciar, IMO. That could tie in strongly with the philosophy of the Mercykillers or Harmonium if you're playing pre-FW. You set out to bring down those who break the law. If you are a Mercykiller you probably see this as part of dispensing justice, if you are a Harmonium officer you probably see this as working toward your universal harmony. I don't have much time to write about the generalities of playing in PS right now, so I will leave that up to some of the other board regulars.
#3

zombiegleemax

Nov 08, 2004 17:25:54
I've allowed my players to use the savage species book, just to let them have a go at very special things, so if the DM allows this, you might want to check that one out.
#4

richard_k

Nov 09, 2004 1:10:59
Hi Random Hero.
PLAY A ROGUE MODRON ;) .
Sorry, sorry got carried away. Ahem. Hmm if your just getting into planescape but want something exotic go for a githzerai or githyanki both are pretty exotic compared to some of the default PCs in the PHB. Aasimar and Tiefling are also a good playable race as a +1 level ajustment means there easy to start off at level 1 and not overpowered enough to put other party members in their shadow. THough for the more exotic, PLAY A ROGUE MODRON!. Stats for these weird and wonderful creatures can be found at Planewalker.com. Also you can check out my home made modron mini here. http://www.geocities.com/rich_kenn1
#5

zombiegleemax

Nov 09, 2004 9:42:02
Hmm... While we're presenting nice options here, one thing is very important: how much do you actually know about the planes? If you hardly know anything, then your best option would be a clueless prime, since that would be what you're going to roleplay if you know little.
#6

random_hero_02

Nov 09, 2004 21:07:40
I know little to Nothign about the planes at all - Its never been a big part of any game i have ever played.
#7

sildatorak

Nov 10, 2004 1:48:03
Or Tips for living in the Planescape Setting.

Don't be too quick to draw steel, berk. There's a prime saying along the lines of "Those who live by the sword die by the sword." It's triply true on the planes. Even the Dustmen aren't in a hurry to die, so I suggest you try to avoid it by using your words and wits before you use your sword and shield. That doesn't mean that force never solves anything out here. Words can get you out of a lot of scrapes, but words and a wand of fireballs will get you out of more. The trick is knowing when to talk and when to put something sharp and hard in someone else.

Another rule is that you shouldn't be too quick to dismiss help from an unusual source. Sometimes you have to work with questionable allies to reach your goals. Planar politics can make for strange bedfellows, so don't be too surprised if a Doomguard you've wronged is willing to put aside some differences and help you because he hates one of your enemies more than he hates you. That doesn't mean you should trust everyone that you would expect to be untrustworthy; most of them would still give you a red grin as gladly as a white one.

However, the flip side of that is true, sure as the Spire is tall. If you put complete trust in an ally before they've proved you can trust them you can end up becoming a puppet. For example, you'd think that celestials could be trusted, but the chant is that half a turn back an Archon fell after he was using his own aasimar son as a front for an operation to supply arms for the Bloodwar. Poor berk can't even remember his own name anymore.

I guess the point is that you've got a brain, and you'd better expect to use it if you want to live the adventurer's life. If you don't, you'll end up dying the adventurer's death.
#8

zombiegleemax

Nov 11, 2004 8:19:49
One of the biggest differences in the PS world rather than the traditional 3.0 and 3.5 world is the generally greater emphasis on role playing over roll playing. Not that you won't see gnarley combat in the planes. But, kicking in the door, collecting the treasure and moving on in the planes doesn't work because that road right there...yeah that one...when you move on down that road you end up in a Githyanki's astral fortress. Or the City of Dis in Hell. Or by Zeus's spa...and you're still 3rd level.

But no worries.

Factions, beliefs and politics make up a big part of most PS adventures. As a bounty-hunter I'm pretty sure no one is going to hire you to (say) bring Zeus in or even that top shelf deserter from the bloodwar. And even if they do, its a fair bet they don't *really* expect you to do it. Somehow they just want to stir the pot a special way. Everyone has an angle. Unless they're barmies. Then they're just crazy. Or they're picking on you just to see how clueless your particular batch of primes are. Then you might be in trouble since they're basically sending you out with a "kick me, then bite my head off" sign. But they probably won't do that unless you've been rude, and its been a really slow day, and they're bored. Or they're from a really chaotic plane in the great wheel and you're just unlucky.

Its mostly like being in Rick's bar in Casablanca with every weird thing from the corners of the universe at different tables with their private agendas, each the center of their own universe. Good luck and welcome aboard.

-Eric Gorman