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Dragonlance What do you want from a Dragonlance 5e?

No. The focus on Dragons in DL very specifically calls out for keeping the game low to mid level.

The point is that there is basically no one that can stand up to a dragon solo. That’s why you need the lances. That’s why you need good dragon allies. Because you cannot win without them. Period. The heroes are not enough on their own. It is not a setting where you can win without allies and resources.

All of that disappears when you hit high levels.

This is a solid understanding of sort of the "feel" for the setting. That and the other post regarding dragons being front and center for much of the storylines.

What differentiates it from Faerun is solidly what I'd argue to be a focus on power levels. Dragonlance tends to be a Tier 1 or 2 setting. It focuses on regular people or fledgling adventurers who happen to be thrown into situations well beyond their skill level and being forced to use their wits, magic items, and gaining allies to overcome them. High level characters and NPCs are considered a rarity, and while Tier 3 or Tier 4 characters do exist, they are without exception ALL major players in their world. There aren't any random 18th level bartending ex-adventurers milling about with regular frequency in every random town, for example.

Faerun conversely tends to be a Tier 2 world by default and shifts into Tier 3 easily before things even remotely get serious stakes wise. Tier 1 players are considered a dime a dozen and pcs typically arent even taken seriously by most major players until well into Tier 2. It's not uncommon to find higher level adventuers, the world itself supports an adventuring economy, and mortals becoming gods themselves are not just possible, but frequent. Hell, Dragonlance nuked their world not just once, but twice! for a couple people merely trying (and failing) to do just that. And take Dragonheist, for example, half the NPCs in that book are all above CR 8, and the crux of the module is that the only reason low level players stand a chance is because the villains don't think they are actually a threat to them.
 

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For now, without any new material from WotC, I guess I could run a nice little DL campaign using AiME:
  • Hobbit to Kenders
  • Dwarves would still be the same
  • Gondor to Solamnia
  • Rest of the free people: Dalish for free men of the mountains, Men of Esgaroth for river folk, Woodmen for well...people from the forest and Men of Bree for the city-dwelers.
  • Elves of Mirkwood for Qualinesti
  • Elves of Rivendell for Silvanesti

Use the same rules and classes, with corruption, virtues and everything. Add wizard with 4 school based on the 3 moons + those grey cloaked mage slayers, that I found O so cool when I was a kid. Maybe sorcerers with Chaos, Dragon and Divine sorcery, with their themes being ''wild, forgotten or forbidden magic''.

Add more magic items than the base game, create a greater version of the dragonslaying weapon and have fun with dragon orbs!
 

N
I'm not sure I agree with this actually. If we're looking at the modules, the first module of, what, 13, 14 modules, starts at 5th level. (Well, the range is 4-6). The series ends at 10-14th level. By 1e standards that is certainly not low to mid level. That's mid to high level.

There were no "zero to hero" stories in Dragonlance. The Heroes of the Lance started out as pretty established heroes before the first module starts. Raistlin has already passed his test of magic, Kitiara is a dragon highlord, that sort of thing.

Now, it's true, you STILL can't do things on your own, simply because the forces you are facing are so overwhelming. Yup, you're a 12th level party, but, you are facing dozens, if not hundreds, of dragons and entire armies. You need armies of your own to deal with the threats. Which meant that the heroes are intended to lead those armies. Which, in turn, generally means that the heroes aren't low level.
TBF, I could not possibly care less about the modules. DL is primarily defined by the novels.

No characters except Raistlin ever reached a level where he could seriously threaten ancient dragons on his own, for instance.

The characters were very much in danger of death throughout the chronicles.

In 5e, that means lower tier adventurers. What exact level they were in a past edition is wholly irrelevant to that. What matters is what threats they could face directly vs having to run from, get allies, or use massively powerful artifacts to overcome, and what levels that translates to now.
 


Yes, I am aware of the introduction of steel pennies. However, as you noted, this was because of a copper shortage, not a steel shortage. Your points contradict each other.

So what is it? Is steel too valuable, or not valuable enough? Is it the standard of currency, or a weak replacement?

IIRC, the theory is that steel was completely consumed by the need to manufacture weapons and armor. Iron ore could not be mined fast enough, iron smelting could not process the ore quickly enough, or that iron could not be processed into steel quickly enough to satisfy the demand of the military. Extended wars can and have caused exactly these kinds of shortages. It's one of the reasons that German military arms and equipment manufactured in 1944 and 1945 are poorer quality metal. They simply didn't have access to anything better and couldn't manufacture enough as it was. In other words, excessive demand on Krynn drove the price of steel up.

It would require a fairly long period of difficulty in manufacturing steel to really cause a major shift in value, of course. But that's extremely believable if wars were lasting as long as elves and dragons live, and weapons and armor were being destroyed by magical means. Making steel on an industrial scale is really, really difficult. You can use a blast furnace to make pig iron, but that's several steps removed from steel, and of the the metals of antiquity, iron was the most difficult to melt. It's not like Krynn societies have access to crucible steel (18th century) or the Bessemer process (19th century). They very likely have no industrial steel making process at all. At best we'd be looking at a finery forge or bloomeries and cementation.

Steel production is so important that for a very long time the industrial capacity of a nation was a direct function of that nation's ability to produce steel. The only reason that stopped is because of the industrial production of alternatives (aluminum, plastics, advanced materials). The real kick-off of the first industrial revolution was steel making. You finally had high enough quality steel to make machines precise enough and strong enough to handle steam engines.

If you want another example of a metal that is both ubiquitous and was once absurdly expensive, you can look to aluminum. It's the second most abundant element in the earth's crust. It's more abundant than iron, and only lags behind silicon. Yet it was once extremely difficult to smelt. When the Washington Monument was completed, a capstone was put in place made of 100 oz (a little more than 2.8 kg) of pure aluminum. It was the largest casting of aluminum ever done at the time, and it was worth it's weight in silver.

Under commodity currency, the value of the currency is derived directly from the use value of the commodity from which the currency is made. That means that, yes, during a period of excessive unchecked and unmet demand, currency backed by steel would be more valuable than alternatives by the sheer fact that the value of the currency was equal to the value of the metal.

Another key requirement of commodity currency is that it only retains it's valuable when it can be accurately assayed. That is, when it's value can be compared and proven. For early human history, gold did not become a store of value until after the discovery of touchstones which were used to compare a sample of gold to a known-pure sample of gold. Every merchant needs to be able to test a coin. Perhaps magic exists on Krynn which makes gold, silver, and copper easy to mimic. However, iron has an additional property: It's magnetic. It could be possible to test iron via it's magnetic properties. Though, I suspect that it wouldn't be reasonable to detect adulteration of the metal this way in reality, it might be an interesting way to do so in a fictional world where magic or other options might be available.

Finally, we have to look at what happens to currency over time. This is similar to how modern pennies are copper-plated to give the appearance of commodity value. We no longer care about the commodity of the metal at all. It's all fiat currency, after all. However, we still make pennies look copper, nickels look nickel, quarters and dimes look silver, etc. Once you have a history of steel being the material you make coins out of, suddenly, people tend to trust coins made out of steel. Even if the steel isn't actually all that valuable. You might continue to make steel coins and use fiat currency, instead backing the value of the coins by trust in whomever minted the coin.

Of course, iron and steel have the fundamental problem that they tend to corrode and iron corrosion does not protect the metal like copper, silver, nickel, or even aluminum oxides do. A coin is not a very good store of value if the coin won't survive until it needs to be spent. That means if you want an iron coin to last a long time, you'll probably need to coat them in oil to shield the coins from the atmosphere. A magical society may have other alternatives: a simple enchantment might be possible to protect each coin, or maybe the stamping process included runes to discourage corrosion. The enchantment might even serve to proof the the coin as valid and not counterfeit.

So, I can think of a lot of ways that steel currency might come to be. I don't think it's very likely, but at the same time I don't think it's wholly unreasonable, either.
 

I would like to see the timeline advanced while connecting the history of the setting with the greater multiverse.

Perhaps a tidbit about Takhisis being an aspect of Tiamat, and Paladine being an aspect of Bahamut.

Some lore about how the gods of Krynn participated in the ancient Dawn War and eventually made a pact with the gods of Realmspace (and possibly other crystal spheres -- reference from novel Tymora's Luck) for non-interference.

New enemies or rivals, perhaps in the form of primordials or interloper deities, or illithids from another sphere.
 

I'd prefer to keep tiamat & takhisis and paladine & bahamut as separate, unrelated gods. That's just my preference though, I prefer krynn as a more separate setting with its own single sphere gods than multiversal gods.
 

N

TBF, I could not possibly care less about the modules. DL is primarily defined by the novels.

No characters except Raistlin ever reached a level where he could seriously threaten ancient dragons on his own, for instance.

The characters were very much in danger of death throughout the chronicles.

In 5e, that means lower tier adventurers. What exact level they were in a past edition is wholly irrelevant to that. What matters is what threats they could face directly vs having to run from, get allies, or use massively powerful artifacts to overcome, and what levels that translates to now.

Again, yes and no. The Chronicles heroes slaughter their way through a LOT of baddies. Those are draconians they are fighting in hordes and draconians are quite a lot bigger than an orc. None of the modules DL1 - 14 were lower tier. Even in the Chronicles, the heroes were nowhere near "Fledgeling Adventurers" as @MostlyHarmless42 calls them. They had been adventuring for years together, then spent five years separately adventuring before the first book even starts.

DL in Chronicles and in the modules is solidly tier 2 to tier 4. DL doesn't do tier 5, as was noted, the levels were capped at 18. But, nowhere in the modules or the novels was anyone a "fledgeling adventurer". They were highly experienced adventurers with reputations and whatnot, right from the get go.

One thing that does set DL apart from other settings is that it truly was the first "campaign in a box". The modules came long before the setting was fleshed out. And, really, the setting was there to service the modules. The notion that you would start out a DL campaign the same way as you would a Greyhawk or FR campaign wasn't really there. You played a DL campaign to play Dragonlance which, for a long time, meant the War of the Lance. Greyhawk and especially Forgotten Realms, presented the setting first and then plunked down adventures within that setting.

In my mind, DL is the campaign first and setting second approach.
 

To go back to Draconian's for a second, namely the post that says they would be a bad pc race cause they are all evil. That is not true, it later became clear that they were not all evil and they actully resented being used as cannon fodder. The reason they would be a bad pc race is because their iconic abilities are death throes.
 

To go back to Draconian's for a second, namely the post that says they would be a bad pc race cause they are all evil. That is not true, it later became clear that they were not all evil and they actully resented being used as cannon fodder. The reason they would be a bad pc race is because their iconic abilities are death throes.

Yeah I have to admit I did not keep up with DL after 2e. All the 3e changes came after my time so my knowledge of the setting is somewhat dated.

Iirc, they changed draconians so they would be able to procreate on their own. It’s not a change I found very compelling.

Then again it’s perfectly in keeping with later era dnd where everything is fair game as a pc race.
 

Into the Woods

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