Manual of the Planes: A 4th Edition D&d Supplement (D&d Rules Expansion) ("Dungeons & Dragons")
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Average customer review:Product Details
- Amazon Sales Rank: #231682 in Books
- Published on: 2008-12-23
- Original language: English
- Number of items: 1
- Binding: Hardcover
- 160 pages
Customer Reviews
Manual of the Planes
4e has rewritten the rules for D&D and the Manual of the Planes is no exception. The cosmology of previous editions has been pared down into a much simpler format: the mortal world (with its parallel planes - the Feywild and the Shadowfell); the Astral Sea; and the Elemental Chaos. The "Outer Planes" as were are now located in either the Astral Sea or Elemental Chaos with always the option for adding more. (FYI The original planar cosmology as described waaay back in the 1e DMG does get a mention in a sidebar as an alternative to the current set up.)
There are several references to previous product lines adapted for use in 4e such as Spelljammers. Also, several aspects of the Planescape setting such as the city of Sigil (now a separate demi-plane) are incorporated. Fans of Ravenloft might be interested in hearing that the Domains of Dread get a mention and are now a part of the Shadowfell.
Aside from the references to earlier editions of D&D, this version of the MotP chapter headings are: Exploring the Planes; The Feywild; The Shadowfell; The Elemental Chaos; The Astral Sea; Monsters of the Planes; and Planar Characters. The first five chapters give an overview of the planes and describe main features of interest. The final two chapters comprising game rule information take up the remaining third of the book.
The main weakness with this book, particular as it's been published so early on in the 4e publication schedule, is that it's of very limited use to Heroic Tier characters. Almost none of the material presented in the game rules chapters is relevant to characters below 10th level. (That said, it can be argued that the planes as an adventuring environment are best suited to higher level characters anyway.) In addition, given the scope of the subject the book covers, it's by necessity very much an overview.
All in all, while this book does add to the background of 4e D&D, it's unlikely to be something that will get used and referred to on a regular basis. So unless you're planning on running a campaign involving planar travel (and are willing to put in a lot of work adding the detail the book has missed out), this isn't a 'must have' book.




