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Mechanics of Revived Settings; your thoughts?
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<blockquote data-quote="QuietBrowser" data-source="post: 7385479" data-attributes="member: 6855057"><p>So, I wasn't sure if I should touch on other settings, because I'm not the biggest expert on the various worlds of D&D, but I decided it couldn't hurt...</p><p></p><p><strong>Eberron:</strong> As the most popular official setting after the Forgotten Realms, this seems the most likely to get an update.</p><p>Races: Changeling, Warforged, Shifter, Kalashtar</p><p>Class: Artificer</p><p>There might be some new Cleric domains unique to this setting? I'm not sure, it's one of those areas where my interest is distinctly lacking.</p><p>New Mechanics: Dragonmarks - Ideally, I'd prefer to preserve 4e's lore, where it's possible to have Marks outside of the original 3e races, but such Marks are A Very Big Deal and act as plot-point generators.</p><p></p><p><strong>"Oriental Adventures":</strong> This is an unlikely setting update, and I really, really hope we don't just get Kara-Tur, both because I'm sick of the Realms and because Kara-tur is literally the embodiment of everything I find boring with the previous editions' handling of this topic. A "good" OA sourcebook/chapter would, in my mind, focus on new races; we have Ninjas in the PHB, an Honor system in the DMG, and both a Samurai and Asian names in XGtE. But, there are a few goodies, I think. Heck, I've got my own thread about this topic, so I shouldn't clutter this one. I will say, though, that the old way of handling Hengeyokai needs to DIE.</p><p></p><p><strong>Mystara:</strong> The opening post of the Mystara thread provides more suggestions for races, subclasses and so forth than I could ever. I will say that, to their list, I want to add two of the more gonzo races to come out of Mystara; the Aranea, a race of shapeshifting, spellcasting giant spiders who were PCs in the Red Steel subsetting, and Diaboli, a race of Chaotic Good refugees from the Plane of Dreams who happen to look like blue devils - I don't think they were actually a PC option in AD&D, but Dragon converted them in 3rd edition. Some of the really bizarre races from the Orc's Head Penninsula like Enduks (flying minotaurs), Manscorpions and Phanatons would be awesome, too.</p><p></p><p><strong>Planescape:</strong> The DMG actually does pretty well with the mechanical minutia of being on different planes, so that's a bit of book-keeping we don't need. The big issue here is that most of the iconic races have actually been released already (or are upcoming, for gith, eladrin and shadar-kai).</p><p>Races: Rogue Modrons, Bladelings, Bariaur</p><p>Subraces: Broader spectrum of Genasi - Ice, Metal, Wood, Storm, etc.</p><p>New racial feats and/or variant racial abilities for Planetouched</p><p>Portal Domain for Clerics</p><p>Dimensionalist Arcane Tradition for Wizards - this is basically the "plane-traveling" specialist, with a dash of conjuration.</p><p>Mechanics for Faction membership</p><p></p><p>Spelljammer: This would do better if either it was updated to more fully function on its own or if we had more "material worlds" statted up for players to travel between.</p><p>Races: Giff, Scro, Navy Elf</p><p>Subclasses: Star Magic for Wizards, Sorcerers and Warlocks</p><p>Mechanics for Spelljamming</p><p></p><p>Dark Sun: Tough to do without Psionics, so probably not going to happen any time soon. Personally, I think Goliaths can stand in for Half-Giants fine.</p><p>Races: Mul, Thri-Kreen, Dray (they really aren't that mechanically similar to Dragonborn, so I'd like to see them come back), Aarakocra, Pterran</p><p>Subraces: Athasian Dwarf, Athasian Elf, Athasian Halfling, </p><p>Subclasses: Elemental and Paraelemental Domains for Clerics, Protector of the Land subclass for Druids, Gladiator for Fighters(? Not sure, the Champion may already handle this), Sorcerer-King Patron (Templar) for Warlocks</p><p>Arcane Defiling as a temptation for all arcanists, as in 4th edition</p><p>Inherent Bonuses, as in 4e</p><p></p><p>Dragonlance: Pretty much my last choice in terms of worlds to update, but some people like it. Tinker Gnomes we already have: they're Rock Gnomes, mechanically, with worse racial fluff. </p><p>Races: Draconians, Minotaurs, Irda</p><p>Subraces: Kender (for halflings)</p><p>Subclasses: Tower of High Sorcery Tradition for Wizards (debateable; historically, you were already a ToHS member depending on your specialization)</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7385479, member: 6855057"] So, I wasn't sure if I should touch on other settings, because I'm not the biggest expert on the various worlds of D&D, but I decided it couldn't hurt... [B]Eberron:[/B] As the most popular official setting after the Forgotten Realms, this seems the most likely to get an update. Races: Changeling, Warforged, Shifter, Kalashtar Class: Artificer There might be some new Cleric domains unique to this setting? I'm not sure, it's one of those areas where my interest is distinctly lacking. New Mechanics: Dragonmarks - Ideally, I'd prefer to preserve 4e's lore, where it's possible to have Marks outside of the original 3e races, but such Marks are A Very Big Deal and act as plot-point generators. [B]"Oriental Adventures":[/B] This is an unlikely setting update, and I really, really hope we don't just get Kara-Tur, both because I'm sick of the Realms and because Kara-tur is literally the embodiment of everything I find boring with the previous editions' handling of this topic. A "good" OA sourcebook/chapter would, in my mind, focus on new races; we have Ninjas in the PHB, an Honor system in the DMG, and both a Samurai and Asian names in XGtE. But, there are a few goodies, I think. Heck, I've got my own thread about this topic, so I shouldn't clutter this one. I will say, though, that the old way of handling Hengeyokai needs to DIE. [B]Mystara:[/B] The opening post of the Mystara thread provides more suggestions for races, subclasses and so forth than I could ever. I will say that, to their list, I want to add two of the more gonzo races to come out of Mystara; the Aranea, a race of shapeshifting, spellcasting giant spiders who were PCs in the Red Steel subsetting, and Diaboli, a race of Chaotic Good refugees from the Plane of Dreams who happen to look like blue devils - I don't think they were actually a PC option in AD&D, but Dragon converted them in 3rd edition. Some of the really bizarre races from the Orc's Head Penninsula like Enduks (flying minotaurs), Manscorpions and Phanatons would be awesome, too. [B]Planescape:[/B] The DMG actually does pretty well with the mechanical minutia of being on different planes, so that's a bit of book-keeping we don't need. The big issue here is that most of the iconic races have actually been released already (or are upcoming, for gith, eladrin and shadar-kai). Races: Rogue Modrons, Bladelings, Bariaur Subraces: Broader spectrum of Genasi - Ice, Metal, Wood, Storm, etc. New racial feats and/or variant racial abilities for Planetouched Portal Domain for Clerics Dimensionalist Arcane Tradition for Wizards - this is basically the "plane-traveling" specialist, with a dash of conjuration. Mechanics for Faction membership Spelljammer: This would do better if either it was updated to more fully function on its own or if we had more "material worlds" statted up for players to travel between. Races: Giff, Scro, Navy Elf Subclasses: Star Magic for Wizards, Sorcerers and Warlocks Mechanics for Spelljamming Dark Sun: Tough to do without Psionics, so probably not going to happen any time soon. Personally, I think Goliaths can stand in for Half-Giants fine. Races: Mul, Thri-Kreen, Dray (they really aren't that mechanically similar to Dragonborn, so I'd like to see them come back), Aarakocra, Pterran Subraces: Athasian Dwarf, Athasian Elf, Athasian Halfling, Subclasses: Elemental and Paraelemental Domains for Clerics, Protector of the Land subclass for Druids, Gladiator for Fighters(? Not sure, the Champion may already handle this), Sorcerer-King Patron (Templar) for Warlocks Arcane Defiling as a temptation for all arcanists, as in 4th edition Inherent Bonuses, as in 4e Dragonlance: Pretty much my last choice in terms of worlds to update, but some people like it. Tinker Gnomes we already have: they're Rock Gnomes, mechanically, with worse racial fluff. Races: Draconians, Minotaurs, Irda Subraces: Kender (for halflings) Subclasses: Tower of High Sorcery Tradition for Wizards (debateable; historically, you were already a ToHS member depending on your specialization) [/QUOTE]
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