Dragonlance How do you resolve Dragonlances Defiling etc.? See poll which settings... so you must have a solution!

Coroc

Hero
Since in the newest poll it was asked in what settings people play, and some were playing in Darksun and Dragonlance I wonder:

Since there is no (suitable) official rules on several issues especially in these two campaign settings I want to know your homebrew solutions, you gotta have one no?

How do you resolve:

Dragonlance:
- Dragonlances
- Moon magic
- Solamnic Knights

Darksun:
- Defiling
- Halfgiant race (Size?)
- Thrikreen race (4 arms, jump natural attacks?)
- Inferior weapons and armor (breakage?)
- Elemental clerics (If according to 2e )
- Psionics (Do you use the UA rules, what about higher levels?)
- Templar (Cleric or warlock? is it NPC class only?)
- Gladiator (BM or Champion?)
- Arcane classes other than wizard?

Also I want to know about the general concept with which you approach these classic campaign worlds:

Do you shoehorn like mad, modern everything goes concept ?

or Old-school FTW restrict classes and races and eventually combos to preserve the feeling of a setting?

Or something in between?
 
Last edited:

log in or register to remove this ad


Coroc

Hero
Thanks [MENTION=37579]Jester David[/MENTION] , now I got the whole thing formatted it just will not work from my work PC.

How could Dragonlances be handled?

Here is what I think:

Lance 1d12 for mounted combat

For footmen it would rather be 1d10 like a spear or polearm

They are artefact grade weapons so they should absolutely be +3

Versus dragons draconians etc they should do double or triple damage, maybe double for the footman version and triple for mounted.

So 2d12 or 3d12,

How doe you think that might work, if e.g. introduced in your campaign
 

Thanks [MENTION=37579]Jester David[/MENTION] , now I got the whole thing formatted it just will not work from my work PC.

How could Dragonlances be handled?

Here is what I think:

Lance 1d12 for mounted combat

For footmen it would rather be 1d10 like a spear or polearm

They are artefact grade weapons so they should absolutely be +3

Versus dragons draconians etc they should do double or triple damage, maybe double for the footman version and triple for mounted.

So 2d12 or 3d12,

How doe you think that might work, if e.g. introduced in your campaign

I'd treat it like a dragon slayer sword or arrow of slaying. A bunch of extra damage on a hit.
Or combine the two. 3d12 extra piercing damage on a hit. If used from the back of a charging mount, on a hit the dragon must make a DC 19 Constitution saving
throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

You could even limit the second effect to "true" dragonlances.
 

jgsugden

Legend
Dragonlance:
- Dragonlances - They're just Magic Items. not hard to make.
- Moon magic - I'd be using the old materials to track cycles and then treat the PC as if they gained and lost levels based upon the cycle of the moon (primarily impacting spell slots available).
- Solamnic Knights - Covered by existing fighter and perhaps paladin subclasses.

Darksun:
- Defiling - Everything defiles by default dealing damage to nearby creatures and destroying plant life. Preserving has to be learned and extends the casting time unless you make a Preserving check (preserving is a skill, DC = 10+level of spell).
- Halfgiant race (Size?) - Medium creatures - there are plenty of designs for these in D&D Beyond's shared homebrew materials.
- Thrikreen race (4 arms, jump natural attacks?) - there are plenty of designs for these in D&D Beyond's shared homebrew materials. I discourage them as PCs, but would allow it.
- Inferior weapons and armor (breakage?) - Potentially break on a 1 - Magical weapons immune. For the most part, I get rid of this quickly by giving weapons that are immune to it. It gets old fast.
- Elemental clerics (If according to 2e ) - I have a cleric subclass for elemental priest.
- Psionics (Do you use the UA rules, what about higher levels?) - I do them bespoke. Everything is unique and tailored to a creature, character or item. Some use power points, some are at-will, some have uses per day, some have a recharge mechanic (like monster abilities).
- Templar (Cleric or warlock? is it NPC class only?) - Clerics and warlocks. There have been no PC Templars. I would allow it, but it would result in some railroading... Templars do not have a lot of freedom to do as they please.
- Gladiator (BM or Champion?) - Existing classes cover it.
- Arcane classes other than wizard? - All are in the game. There was a sorcerer that was the product of experimentation by a Sorcerer King, Warlocks that made deals with fiends, and a bard that wielded enchantment magic through preservation.
Bonus: - Athasian Bard - Rogue subclass.
 

Zardnaar

Legend
True Dragonances are artifact level weapons, probably a save or die effect on a hit a success reduces it to a critical hit. The lesser versions would be something like a bane weapon (2d12 or 3d12 damage from a lance). Moon magic would be similar to the old mechanics but perhaps increase the slot used or reduce the highest available spells.

Darksun covered in numerous thread but use 2E as a guideline and make something modern but is faithful to the old 2E them and concepts of the original material ignoring the Prism Pentad plot. Add a bit of power creep on the races reduce the CR of the monsters by 1 or 1 step (CR 1/2 becomes 1/4).

Alignment and/or racial restrictions might be used on Dragonlance, Darksun not so much as good and evil are cosmic forces on that world and are important to several things like the wizard orders.

Greyhawk might be another setting where I would use them at least the racial restrictions would be considered. Old settings like Mystara and Spelljammer would be more modern in anything goes. The more races you add though the less special the key races for that world are though IMHO as Muls, Kreen and Half Giants stand out on Darksun, Spelljammer doesn't really have that effect Eberon kind of does with Kalashtar, Warforged etc. We already have generic worlds with FR, Nerath, Eberron probably Ravnica etc for the kitchen sink approach. Planescape would be another anything goes type setting.

I would probably reset reset world back tot he original setting. Fans of the old metaplot can just advance the timeline perhaps with tools required in the books to do that.

I would like to see them do a "restrictive" seting jsut to see the contrast with the more generic worlds. If it doesn't do well well now we know, but the differences would help it stand out more. Even with more power creep on things like races you can balance it out or make something like feats not optional on that world so you don't have to deal with half giants using great weapon master.
 
Last edited:


PabloM

Adventurer
Hi! We made a guide to adapt Dragonlance to 5e with my group, and I uploaded to the downloads section a few months ago. Here is the link to the pdf:

http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1493

In the pdf are our group answers to all your dragonlance-related questions, except for the Dragonlance stats, which are:

Dragonlance
Weapon (lance), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

When you hit an evil dragon with this weapon, the dragon takes 6d8 extra radiant damage.

While wielding the dragonlance, you also have advantage on saving throws against the Frightful
Presence, breath weapons and spells of evil dragons.

Dragonlance, lesser
Weapon (lance), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you hit an evil dragon with this weapon, the dragon takes 3d6 extra damage of the
weapon´s type.

Huma´s Lance (of the Key of Destiny adventure)
Weapon (lance), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

When you hit an evil dragon with this weapon, the dragon takes 6d8 extra radiant damage.

While wielding the dragonlance, you also have advantage on saving throws against the Frightful
Presence, breath weapons and spells of evil dragons.

As a bonus action, you can cast the Banishment spell (save DC 18) to one creature within a range
of 10 feet. You must finish a long rest before you can use this feature again.
 
Last edited:

Coroc

Hero
[MENTION=15608]Poisoner[/MENTION] well does not matter in this case, I think it is still a topic with many unresolved questions, at least for me.

People are discussing broad and far which new content comes up, and if it will be for their beloved classical setting but they are never requesting game tested rule conversions which are needed if you are not a homebrew guy.
 

Remove ads

Top