I quite agree with all their reasons for dumping the Great Wheel cosmology, and the Inner Planes.
While the Inner Planes were an interesting metaphysic, they weren’t actually conducive to adventuring there. It’s a plane of Fire, and everything there is On Fire. Either adventurers there have complete protection from the fire, and so it is effectively like any other place they adventure in (albeit, with different SFX). Or, they’re not protected from fire, and they roast (rather unfun). Likewise, the other elemental planes – Air was relatively hospitable, but you’re screwed without fly; Earth… well, it’s all solid, and where it’s not solid, it’s just like the Underdark; Water, is just like underwater adventures. Really an idea that needed re-imaging.
(“Underdark”, by the way, dates back to Forgotten Realms, AFAIK. Don’t go blaming that one on 4.0 out of ignorance.)
The Great Wheel, again, was a great metaphysic, but too detailed. Even in Planescape where it made a great setting, there were just too many outer planes for each of them to be distinct. E.g., the Abyss and the Nine Hells were distinct, each with their own concept and flavor. Hades was basically “Evil, but not the Abyss or the Hells.” Which left two or four vaguely in-between outer planes of Evilness that had no schtick to call their own. Pandemonium was… not quite as Chaosy as Limbo, not quite as evil as the Abyss; ah, yes, clear as mud.
The outer planes of Good were even more bland and distinguishless. And neither the Law nor Chaos axis had any sort of coherence at all (as, at least, the Blood War did for the Evils, and the vague cooperativeness of the Goods did). The Great Wheel seriously needed pruning to no more than eight, maybe down to four, outer planes.
And plopping the gods down onto Outer Planes willy-nilly ended up with some seriously odd results if you wanted to use pantheons like the Olympians or Asgardians. If you’re a CE worshipper of Ares, would you go to the Abyss (or Pandemonium or etc.) 'cause that’s your alignment? or to Olympus, 'cause that’s where Ares is along with his pantheon?
[QUOTE=Terrifel]
Shadows are not scary. You’ll note that mythologies around the world all have innumerable vivid and compelling tales of the undead: how to placate them, how to drive them away, how to send them to their final rest. There is no remotely comparable body of myth dealing with shadows, because nobody is afraid of them. Fear of shadow is the essential characteristic of cowards and infants. Therefore, let us have no more talk of Shadow ever again, anywhere.
[/QUOTE]
But this: not opinion; just wrong. There are many mythologies around the world that have innumerable vivid and compelling tales of shadows. As well as many works of literature. Where do you think the shadow (monster) came from? Or the shadow spells that’ve been around since AD&D (illusionist-only, at the time).
Hell. Do yourself a favor and go pick up The Charwoman’s Shadow by Lord Dunsany. And The King of Elfland’s Daughter, too. I don’t know what kind of twee D&D you were hoping for, but adding the Feywild that’s more like the latter, even while dumping the Great Wheel, can only be an improvement. It is physically and metaphysically impossible that something more like Dunsany is a bad thing in any way. I mean, damn.