Dragonlance DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!

The latest Unearthed Arcana has arrived and the 6-page document contains rules for kender, lunar magic, Knights of Solamnia, and Mages of High Sorcery.

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In today’s Unearthed Arcana, we explore character options from the Dragonlance setting. This playtest document presents the kender race, the Lunar Magic sorcerer subclass, the Knight of Solamnia and Mage of High Sorcery backgrounds, and a collection of new feats, all for use in Dungeons & Dragons.


Kender have a (surprisingly magical) ability to pull things out of a bag, and a supernatural taunt feature. This magical ability appears to replace the older 'kleptomania' description -- "Unknown to most mortals, a magical phenomenon surrounds a kender. Spurred by their curiosity and love for trinkets, curios, and keepsakes, a kender’s pouches or pockets will be magically filled with these objects. No one knows where these objects come from, not even the kender. This has led many kender to be mislabeled as thieves when they fish these items out of their pockets."

Lunar Magic is a sorcerer subclass which draws power from the moon(s); there are notes for using it in Eberron.

Also included are feats such as Adepts of the Black, White, and Red Robes, and Knights of the Sword, Rose, and Crown.

 

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I always love how folks talk about how 5e’s stats are so generous yet these are all head and shoulders above standard array.
True. But mind you, in most cases before 3e there was no mechanical difference between having an 8 in a stat and having a 14. If you wanted your PCs to have actual bonuses to do anything significant, you needed stats at 15 in some cases, but 16 more often.

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The whole 18/XX strength business was always ridiculous though!
 

The question you're begging there of course 'what IS classic Dragonlance, exactly?' And that's a question with no easy answer.
It's all relative of course. But, it makes me thing of the 1980's blunder for "New Coke." For those who recall, Coca-Cola decided it'd be a great idea (called an "intelligent risk") to adopt a new formula because of some taste tests. The greatest-of-all-time blunder was that those loyal to the brand didn't want it changed at all....because (drum roll for 66+ pages of comments)...it wasn't Coca-Cola anymore.

You can read back through dozens of posts about "what is Dragonlance," but there's a history lesson here. You try and rebrand something too much, too much from what makes it what it is (even if it's not as "tasty" as the original), and it's not Dragonlance anymore. It's a cheap substitute. As to the "core spirit?" It's high fantasy of "impossible odds" and saving the world, a stark contrast to prior D&D which had no 0 to level 15 adventure paths with one coherent story, which gave XP for killing monsters and getting loot anyway possible (even from fellow players). It was marketed in a way that hadn't been tried before and proved even "railroad" and "story-book" adventures could sell big and bring in new gamers who maybe didn't want to simply play "f*ck-around" campaigns by wandering around a hex-map till something cool happened.

Same with Dark Sun. Muls for instance - back in the original line, they were bred as gladiator slaves by sorcerer kings from human women and dwarf men (but never the other way around for some reason?) which inevitably resulted in the death of the human mother in childbirth.
I'll be nitpicky, and off-topic. Nowhere in the original AD&D boxed set nor the revised version was it ever suggested that Muls killed the human mother or required only human women. The only tagline was that they were a sterile product and often a product of breeding. Indeed, it wouldn't be sustainable if the mother always died. But the horrifying idea is there: this is a world without an afterlife, without religion, without universal mores that keep this type of thing from happening. Rich people actually breed poor people for amusement of the crowd. That's a bad guy right there. And, it's a roleplaying challenge. Muls don't have a culture, a universal history, a common language or identifying factor beyond their suffering. What defines you playing one? The same goes for half-giant. You're magically created. WTH do you even exist?

Same with Dragonlance. I don't think too many people are arguing in favour of keeping gully dwarves as a race of cowardly filth-wallowing comic parodies of developmentally disabled people, for instance. So how and how much do you change them - or any other setting element - while making the whole thing still 'feel' Dragonlancey?
Gully dwarves were praised constantly for their ability to survive in AD&D and 3rd edition. In the novels, they stood their ground in the Dwarfgate Wars and died to a man against insurmountable odds. Yet, their constant theme in DL and its novels is that because of what other dwarves (and humans) see them as, they are forgotten in history. Would America adopt a smelly, short, low-intelligence hero in its war of independence? Even if the winning general who led America through hard times was a gully dwarf, it wouldn't make for a good story for the masses. That's much more fitting for a Kharas. History is written by certain people to exemplify certain qualities. No history records any gully dwarf doing anything noteworthy. In the novels, this haunted certain characters, including Raistlin.

So don't change them. Leave them as is. They don't need to be a PC race, but if they are, let PCs see what they can do with their stats. Core D&D presumes you can't be successful with limitations in D&D as it doesn't allow scores to go below 8. Gully Dwarves should be just as capable (stat wise) as anyone else, right? Yet, D&D suggests by default a 5 INT character shouldn't be played, isn't worthy of being played, and won't be played with standard array. There's no reward in making a sub-standard character (stat wise) shine. Those with perceived disabilities don't get to shine. They get rewritten so their stats are the same as "normal" people.

Having personally played a character with a randomly rolled INT of 3 (and keeping him alive as a serious character who knew he was mentally limited and got upset when others would comment on this), I think the game loses something when we treat characters and potential races with "substandard" scores as something not worth playing.
[Warforged] Is it Dragonlance-y and in the spirit of classic Dragonlance? I reckon it is, though I'm sure others would disagree.
If you're saying gnomes created a sentient life on their own without intervention of the gods or Chaos, that would be incongruent with the pantheon of the setting. If you said "the Greygem of Gargath" infused spirits of golems with their crafters at the exact moment they were crafting, and this race thrived, that's more in line. I wouldn't disagree if it followed canon even if not an idea originally perpetuated by the writers.
Can you have a raging kender or gnome barbarian while staying true to the 'classic' Dragonlance spirit, and if not, are you reintroducing class/race limits? If the appearance and clothing etc style of the Plains people are redesigned to make them less of an obvious Native American rip-off, is that ok?
Class and race limits might be okay if you're trying to distinguish your setting from another. If you want "generic D&D" and "anything goes" and "everything fits," then sure, let tinker gnomes be barbarians and kender become wizards of high sorcery. It makes zero sense for the lore, history, and setting, but it works with the "generic D&D" mold. If you want Dragonlance, then there's a reason kender aren't wizards. There's a "roleplay" when you select a role, including one with preset limitations on what it can do.

It's a problem WOTC has been wrestling with since it bought TSR. Unique gaming worlds are awesome, big sellers, but they divide the market. If I'm playing Dark Sun, I'm not buying product for gnomes or wizardly organizations. I don't have a solution other than to remind WOTC that not everyone who buys Clue plays Monopoly, and there's a big enough market for more than one winner product.
 

It's a problem WOTC has been wrestling with since it bought TSR. Unique gaming worlds are awesome, big sellers, but they divide the market. If I'm playing Dark Sun, I'm not buying product for gnomes or wizardly organizations. I don't have a solution other than to remind WOTC that not everyone who buys Clue plays Monopoly, and there's a big enough market for more than one winner product.
The problem being that no, they really aren't. Unique gaming worlds are incredibly niche products that barely made any money and died very quickly. other than Forgotten Realms maybe. Erik Mona commented when he was editor at Dragon that as soon as they put any setting tagline on a Dungeon or Dragon magazine, sales would drop considerably. As in very noticeably. We've had Pathfinder for what, 15 years now, and it's still using a single setting for it's products. If unique gaming worlds were awesome, big sellers, why doesn't anyone actually do them?

When you are having record profits, absolutely unbelievable success, and record growth, it's perhaps not the right time to start changing things too much?

Isn't it funny how none of these races that get brought up - whether it's gully dwarves, kender, half-orcs, drow, whatever - never, ever seem to be rapacious, culture destroying but incredibly successful races that dominate much of the worlds they live in... funny that.
 

Erik Mona commented when he was editor at Dragon that as soon as they put any setting tagline on a Dungeon or Dragon magazine, sales would drop considerably.
Mona (Paizo head publisher) said about Patherfinder's generic setting in a 2018 online interview: "We’ve got lots of different flavors to choose from. It’s a full service campaign setting."

While I couldn't locate the original quote about sales, I get the idea and it works (now). Rather than split the market like in TSR days, let's pretend there's a section of the world where dragons fight alongside humans and kender roam. While [insert everything generic D&D] may not be the norm, it could wander in. Thus, all our core material is compatible. That's a solid business model. It sells better.

But, it goes back to my original argument about slapping a nostalgia tag on a product, whether it be Ravenloft or Dragonlance or Dark Sun (all huge sellers in their day, Dark Sun AD&D and 4E were best sellers for their niche), and calling with the same when so much has been altered that it's barely recognizable from the original product. Are you simply changing the formula for Coca-Cola and calling it Coke? Can you damage a brand by re-labeling it "Dragonlance" when it is clearly "new Coke?" And why bother? If the new generation of D&D players has never heard of Dragonlance except by grognard stories, why bother? Why not simply do whatever the hell you want and call it Dragonlance?

The "next generation" will never know. They weren't born when so and so drew the maps of Xak Tsaroth and came up with storylines for Sturm Brightblade. And why bother? If only 13% (or whatever #) of enworld users have actually played Dragonlance, why even worry? The new generation, and most gamers, won't have a clue what makes Krynn special in the first place, right?

Isn't it funny how none of these races that get brought up...
Yep. Kender play so little of a role in the history of Krynn, but damn if I can figure out why 75% of the chatter here is about how people feel on them despite UA mechanics of pulling crowbars out of pouches. No one is speaking of the morality of Knights of the Lily, or how the Khal-Thax dwarves kept minotaur slaves, or the racist Istarians pushing every non-human race onto reservations...and so on.
 

Mona (Paizo head publisher) said about Patherfinder's generic setting in a 2018 online interview: "We’ve got lots of different flavors to choose from. It’s a full service campaign setting."

While I couldn't locate the original quote about sales, I get the idea and it works (now). Rather than split the market like in TSR days, let's pretend there's a section of the world where dragons fight alongside humans and kender roam. While [insert everything generic D&D] may not be the norm, it could wander in. Thus, all our core material is compatible. That's a solid business model. It sells better.

But, it goes back to my original argument about slapping a nostalgia tag on a product, whether it be Ravenloft or Dragonlance or Dark Sun (all huge sellers in their day, Dark Sun AD&D and 4E were best sellers for their niche), and calling with the same when so much has been altered that it's barely recognizable from the original product. Are you simply changing the formula for Coca-Cola and calling it Coke? Can you damage a brand by re-labeling it "Dragonlance" when it is clearly "new Coke?" And why bother? If the new generation of D&D players has never heard of Dragonlance except by grognard stories, why bother? Why not simply do whatever the hell you want and call it Dragonlance?

The "next generation" will never know. They weren't born when so and so drew the maps of Xak Tsaroth and came up with storylines for Sturm Brightblade. And why bother? If only 13% (or whatever #) of enworld users have actually played Dragonlance, why even worry? The new generation, and most gamers, won't have a clue what makes Krynn special in the first place, right?


Yep. Kender play so little of a role in the history of Krynn, but damn if I can figure out why 75% of the chatter here is about how people feel on them despite UA mechanics of pulling crowbars out of pouches. No one is speaking of the morality of Knights of the Lily, or how the Khal-Thax dwarves kept minotaur slaves, or the racist Istarians pushing every non-human race onto reservations...and so on.
To be fair, all of those things are cultural, and cultural evil seems to get a pass.
 

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