Henadic Theologian
Legend
Word Axis, by far.
Why?
Word Axis, by far.
That was a missed opportunity on WoTC's part. It had a number of interesting planes that could have been talked about in a MoP style book. World Tree cosmologyI mean I get the World Tree is unpopular, they sprang it on people with no explaniation and far too little support (it needed a Manual of the Planes of its own).
I think it's because no one really liked the compromise. People who weren't fond of the Great Wheel didn't find the tweaked version any better, while people who liked the original didn't see the need for the additions.I'm surprised that the 5e Great Wheel is so unpopular compared to the original and the World Axis and I'm curious why that is?
I mean I get the World Tree is unpopular, they sprang it on people with no explaniation and far too little support (it needed a Manual of the Planes of its own).
But its the only one unique to FR so FR really got to shape it in a way it didn't with the othet two.
It was tough between the 5e Great Wheel and the World Tree.
I think it came down to the great wheel not being as well thought out as I remember it. OG GW feeds on nostoligia then good design.
Gehenna, Pandomium, Archeron, Bytopia, Arcadia just lacked depth and sense of purpose. The best were Hell, Abyss, Arborea, Mount Celestia, Mechanus, Limbo, Ysgard, Beastlands, Carcari and the Outlands because they had clear purpose and seeds for adventures and an identity of their own.
because it was designed to be interacted with at a relatively low level; its an actual gameplay element, while the others are more theorical concept of worldbuilding. The Great Wheel is a great reading piece of esoterical cosmology, but I dont think it interact all that much with your day to day D&D.Why?
I think you could potentially make this work if you reshuffled the Feywild and Shadowfell slightly then.True. My idea of a single elemental plane being an echo of the Prime was drawn from the Elemental Plane in the World of Warcraft MMORPG. In that game, the Elemental Plane is a three-tiered realm with the plane of air being the sky, the planes of earth and water in the middle, and the plane of fire existing below the world's surface. It's a prison plane for the Elementals.
The Elemental Chaos is basically a super-sized version of Limbo.
Indeed, I would argue that 85% of the Great Wheel is completely irrelevant to most campaigns. There are 17 outer planes, of which at most maybe five will matter, and few groups will ever visit more than two. The 18 further elemental/energy planes effectively can't be visited in most senses, and...don't really have anything worth visiting to begin with, especially once you include the Shadowfell (which absorbs both the Plane of Shadow and the Negative Energy Plane) and the Feywild. And, as noted, the Ethereal is something that I doubt even half of Great Wheel fans could explain--it serves essentially no purpose.because it was designed to be interacted with at a relatively low level; its an actual gameplay element, while the others are more theorical concept of worldbuilding. The Great Wheel is a great reading piece of esoterical cosmology, but I dont think it interact all that much with your day to day D&D.