Dragonlance Dragonlance: Is it possible to run a Dragonlance game using the current core rules and material?

Corpsetaker

First Post
Is it really possible to run a Dragonlance game using the core material we have at the moment?

I'm also a big Dragonlance fan and during my thread about UA I mentioned that I would like to see some new mechanics with regards to Wizards of High Sorcery and the various moon phases. It also got me thinking about other unique elements the world such as the Knight of Solamnia, the various gods and goddesses, the dragons, Draconians, hobgoblins, goblins, kender, etc....

Is it possible to run a proper Dragonlance game without having to change a lot?
 

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cmad1977

Hero
A slightly longer answer:
Figure out the composition of your group and a few of the things they are likely to encounter.
If no one wants to be a Knight then the mechanics of the Solamnic Knights isn't really important.
Maybe keep the lunar aspects of the wizards simple. Advantage/disadvantage maybe, or scaling DCs depending on the phase of the moon.
I found 5e draconians somewhere on the internet for use in my RoT game. I had to bump them in power for level 9 heroes but the chassis seemed perfectly functional.

I bet you could run a solid Dragonlance campaign without too much work.


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Awesome Adam

First Post
Since Dragonlance was pretty much D&D with Steel Pieces instead of Gold Pieces, more dragons, Draconians, and less Clerics, it shouldn't be very hard.
 



pkt77242

Explorer
IMO, there are two ways to do this:
1. Build all-new subclasses or classes. I am not sure if it is worth effort or not, that is for you to decide.

2. Create backgrounds:
Knights of Solamnia could be a background open figther-champions, fighter-battlemaster, paladins, etc. (or depending on when, fighter/cleric multi-class). Maybe even create different features for each knight (Crown, Sword or Rose). For example maybe a Knight of the Rose could call upon 1D4 knights of the crown to help with a task that aligns with the goals of the Knights of Solamnia.

For WoHS you could create a background as well. Maybe even limiting which subclasses can go to which color of Robes. For example maybe Necromancers can't be White Robes, and Divination can't be black robes, etc. Someone also mentioned using advantage/disadvantage for the moon phases.

For Kender, there was a Playtest version that would probably work (or you could just refluff Hafling).

Is it possible to run Dragonlance with the current rules, yes with a little work, depending on what you are willing to accept as "proper Dragonlance".
 

Corpsetaker

First Post
Knights of Solamnia could use the Champion or BattleMaster, Eldritch Knight and a Paladin oath

I was actually thinking about making a "Knight of Solamnia" subclass for the fighter. The subclass would contain three choices, Knight of the Crown, Sword, or Rose. Now the trick with the Knights of Solamnia is the fact that they weren't magical, in traditional D&D terms, except for the Knights of the Rose who had been known to be able to cast divine spells. I am working on a mechanic around the Oath and the Measure that all Knights of Solamnia adhere to. I'm trying to make the subclass be able to inspire, protect others, and have protections vs things like fear without making it a magical class. I am also going to base the subclass around the famous armour that is a big part of the Knights. The subclass will also be restricted to Lawful Good.
 

Corpsetaker

First Post
For WoHS you could create a background as well. Maybe even limiting which subclasses can go to which color of Robes. For example maybe Necromancers can't be White Robes, and Divination can't be black robes, etc. Someone also mentioned using advantage/disadvantage for the moon phases.

I do remember something about the Wizards basically being specialists by the colour of their robes. I believe Illusion and Necromancy were Black Robes, Abjuration and Divination for White Robes, and I think Transmutation and Evocation for Red Robes. I could be wrong though.
 

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