Mechanics of Revived Settings; your thoughts?

TiwazTyrsfist

Adventurer
Eberron - A large selection of low powered magic items, suitable for a society that has commercial production of magic items as consumer goods.

Sharn City of Towers.
 

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iserith

Magic Wordsmith
I want an Eberron mega-adventure, with about a third devoted to updating mechanics.

A uniquely pulp-noir style adventure. Something in the style of Nicolas Logue's "Chimes at Midnight"-"Quoth the Raven"-"Hell's Heart" trilogy.

Yeah, I converted and rewrote Chimes at Midnight for 5e. It was a pretty good investigative adventure for Eberron. I renamed the villain Dick Barrage though because I thought it sounded more pulpy and also I'm 13.

Agree with the rest of your post as well. I'd like to run an Eberron game for my current regulars. They'd eat it up and I feel like at my late stage of DMing I can nail the play experience for the setting. I just need all the appropriate mechanics sorted and playtested before I do.
 

Jacob Lewis

Ye Olde GM
Any revised setting: not compatible with 5th edition. Otherwise I won't care what they do with it. (Sounds harsh that way, doesn't it? Oh well. Can't really dress that up.)
 

Parmandur

Book-Friend
Subclasses and races are about all we need--and only the ones that can't already be satisfactorily modeled. Who decides what counts as "satisfactory"? Why, me of course!

The Mystic psion class is already in design, so it doesn't need mention. Also, I'm not recounting things we already have in current D&D books, like Kensai, Samurai, Ninja (the word "Ninja" is literally right there in the PHB for Way of Shadow).

Dragonlance
Races:
-Kender
-Krynn Minotaurs
-Irda
Subclasses:
-Knight of Solamnia (This one is hard since you have to move up the ranks, and the first rank doesn't get spells. One could build it with current materials by saying you start as a Fighter, and have to switch before 3rd level to paladin if you don't want to stick with order of Crown (in which case you take Knight). Then you take Devotion if you want to stick with Sword, and if you take more fighter it has to be Knight). If you want to go Rose you take Oath of the Crown, and then can advance in paladin and fighter, and if you take more fighter you have to take banneret (Purple Dragon Knight). It's kind of a mess that way though.)
-Wizard of High Sorcery (Wizard)
-Maybe 5th age mystic as a cleric subclass, but I don't particularly care about 5th Age, so we could skip all that material.

Dark Sun
Races:
-Half giant
-Thri-kreen
-Mul
Subraces:
-Athasian elf
-Most likely the rest can use existing subraces
Subclasses:
-Templar (Cleric) (Could possibly just go War Domain)
-Maybe Gladiator (Can probably just go with Battle Master)
Feat:
-Defiler

Mystara
Races:
-Dog people (don't recall the name)
-We already have Tortles and catfolk, so we're fine there

Greyhawk
-Nothing

Eberron
-I don't know much about the setting, but I can't imagine we need more classes than the Artificer. Races, subraces, subclasses, and feats, as needed.

Al-Qadim
Subclasses:
-Sha-freaking-'ir (Warlock) (It's absurd that we don't have this yet, as it's absolutely essential)
-We really don't need the rest--that book was full of kit bloat. Some fluff mentioning some of the more prominent character themes would do it.

Kara-Tur/Oriental Adventures
Races:
-Spirit folk
-Hengeyokai
-Maybe Vanara
Subraces:
-Korobukoro
Subclasses:
-Shu[g/k]enja (Cleric)
-Wu-jen (Wizard)
-Maybe Sohei (Paladin) (Can probably just use existing subclasses)

That's all I can think of at the moment. So for 7 settings, that's a grand total of:
9 races + Eberron
2 subraces + Eberron
1 class
4 or 5 subclasses

Don't bloat us. That's all we need to be consistent with 5e design.
Indeed, a unified "World's of D&D" book providing all the basics for all the core settings...very doable, without splitting the customer base. Big thing might be monsters, actually: Eberron in particular has a large number of original monsters.
 

Eberron in particular has a large number of original monsters.

And Dark Sun probably has even more. Perhaps something similar to the MtG crossover setting pdfs would work for monster conversions. They could tell us to use X monster from the MM with Y adjustments and such for most of them, and print up a full statblock for the occasional one that needs more work to convert.
 

Any revised setting: not compatible with 5th edition. Otherwise I won't care what they do with it. (Sounds harsh that way, doesn't it? Oh well. Can't really dress that up.)

You don't need to dress it up, because there's literally zero value in posting it.

Seriously, you're more than welcome to dislike 5E, but exactly what's to be gained from posting--in a 5E thread, on a 5E forum, specifically about reviving settings into 5E--that you don't care for it? It's negativity, not for any constructive purpose but for its own sake, and I honestly can't imagine you didn't have a better use for the time and effort, minor as they both must be, that it took to post that.
 

cbwjm

Seb-wejem
You don't need to dress it up, because there's literally zero value in posting it.

Seriously, you're more than welcome to dislike 5E, but exactly what's to be gained from posting--in a 5E thread, on a 5E forum, specifically about reviving settings into 5E--that you don't care for it? It's negativity, not for any constructive purpose but for its own sake, and I honestly can't imagine you didn't have a better use for the time and effort, minor as they both must be, that it took to post that.

He was bashing 5e? I honestly couldn't tell what the hell he was going on about, I thought he meant he wanted all of them but his post made little sense to me.
 

It would depend on the setting and if it was presented as a setting book or an adventure path. A Spelljammer or Planescape adventure could whisk off standard characters to strange new worlds, so wouldn't need setting-specific character generation.

On the other hand, Dark Sun, Mystara, Oriental Adventures etc would be best presented as a source book with alternative setting specific races and sub-classes. Otherwise their aint much point.

Eberron and Krynn should rest in peace.
 

Dragonlance
Races:
-Kender
-Krynn Minotaurs
-Irda
Subclasses:
-Knight of Solamnia (This one is hard since you have to move up the ranks, and the first rank doesn't get spells. One could build it with current materials by saying you start as a Fighter, and have to switch before 3rd level to paladin if you don't want to stick with order of Crown (in which case you take Knight). Then you take Devotion if you want to stick with Sword, and if you take more fighter it has to be Knight). If you want to go Rose you take Oath of the Crown, and then can advance in paladin and fighter, and if you take more fighter you have to take banneret (Purple Dragon Knight). It's kind of a mess that way though.)
-Wizard of High Sorcery (Wizard)
-Maybe 5th age mystic as a cleric subclass, but I don't particularly care about 5th Age, so we could skip all that material.

The original Dragonlance campaign setting book had separate classes for White, Red and Black wizards. These could be the wizard subclasses for this setting. I can't remember much else about the book.

Dark Sun
Races:
-Half giant
-Thri-kreen
-Mul
Subraces:
-Athasian elf
-Most likely the rest can use existing subraces
Subclasses:
-Templar (Cleric) (Could possibly just go War Domain)
-Maybe Gladiator (Can probably just go with Battle Master)
Feat:
-Defiler
Mul could be a subrace of dwarf. I would make Preserver and Defiler wizard subclasses (the only two available). There would need to be four elemental subclasses for clerics (although there would be quite similar to existing subclasses). I would take an idea from another thread and make Templars a warlock subclass. The Sorcerer could be made completely psionic (Pathfinder did it) and there should be psionic feats for everyone.
Eberron
-I don't know much about the setting, but I can't imagine we need more classes than the Artificer. Races, subraces, subclasses, and feats, as needed.

Warforged is important as a playable race.
Kara-Tur/Oriental Adventures
Races:
-Spirit folk
-Hengeyokai
-Maybe Vanara
Subraces:
-Korobukoro
Subclasses:
-Shu[g/k]enja (Cleric)
-Wu-jen (Wizard)
-Maybe Sohei (Paladin) (Can probably just use existing subclasses)

Wu-Jen is currently a subclass for UA Mystic (psionic class). I don't feel it belongs there though.
 

QuietBrowser

First Post
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...

Eberron: 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.

"Oriental Adventures": 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.

Mystara: 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.

Planescape: 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)
 

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