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A Dragonlance Retrospective: Part 2
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<blockquote data-quote="Teemu" data-source="post: 8874680" data-attributes="member: 30788"><p>I'm likely to run a War of the Lance inspired Dragolance game in the near future, and I've been thinking about how the setting works in 5e.</p><p></p><p>Back when they were current releases, I was a big fan of the 3.5 Dragonlance product line and how they figured out a way to marry all the different versions of the world with the 3rd edition rules. However, since then I've come to appreciate the original Dragonlance world much more than the unfocused mess it became starting with the Fifth Age products. The War of the Lance Ansalon has a lot of really fun and inspiring elements to it, and it's by far the best incarnation of the world.</p><p></p><p>I also really like the approach WotC took with Shadow of the Dragon Queen. They didn't try to come up with complicated explanations for sorcerers, warlocks, and other classes. Instead they just retconned everything into the world, and I think that's the easiest solution. It's easier to straight up adjust the old (sometimes really iffy) stuff to fit current standards rather than create convoluted in-world reasonings for any changes you make.</p><p></p><p>This made me reconsider some of the traditionally ill-fitting game elements, namely certain classes. Bards in 5e have Bard Colleges. What if these Colleges have existed in Ansalon for centuries or even millennia? Maybe the Empire of Istar persecuted and nearly destroyed them? There's all kinds of magic in Krynn aside from wizards, sorcerers, and clerics. Some barbarian subclasses have magical abilities. No one's really asking for a detailed explanation on how the magical barbarians fit into the classic Dragonlance magic paradigm. We could use the same approach for bards -- they've always been there, using their eclectic magic of the Words of Creation. The Mages of High Sorcery aren't particularly concerned about them, just as they're not concerned about clerics or Totem Warrior barbarians.</p><p></p><p>Druids could be practitioners of primal magic, as described in the 5e PHB. Like, why would the three nature gods have their own special type of priest when we have the Nature domain in 5e? Druids and rangers could've existed just fine in the Time of Darkness, maybe in the periphery if needed. Healing magic isn't restricted to divine casters in 5e, so we can ignore that issue altogether. We don't need healing to be this big thing that was lost in the Cataclysm because the absence of clerics and paladins is enough on its own, not to mention the massive upheaval of societies and geography.</p><p></p><p>Also, don't cloud, storm, stone, frost, and fire giants work great as the original "high ogres"? There's no good place for them in Ansalon because they'd be such powerful creatures and communities, and traditionally they haven't appeared in Dragonlance, so why not just reimagine the ancient super ogres as the classic giants?</p></blockquote><p></p>
[QUOTE="Teemu, post: 8874680, member: 30788"] I'm likely to run a War of the Lance inspired Dragolance game in the near future, and I've been thinking about how the setting works in 5e. Back when they were current releases, I was a big fan of the 3.5 Dragonlance product line and how they figured out a way to marry all the different versions of the world with the 3rd edition rules. However, since then I've come to appreciate the original Dragonlance world much more than the unfocused mess it became starting with the Fifth Age products. The War of the Lance Ansalon has a lot of really fun and inspiring elements to it, and it's by far the best incarnation of the world. I also really like the approach WotC took with Shadow of the Dragon Queen. They didn't try to come up with complicated explanations for sorcerers, warlocks, and other classes. Instead they just retconned everything into the world, and I think that's the easiest solution. It's easier to straight up adjust the old (sometimes really iffy) stuff to fit current standards rather than create convoluted in-world reasonings for any changes you make. This made me reconsider some of the traditionally ill-fitting game elements, namely certain classes. Bards in 5e have Bard Colleges. What if these Colleges have existed in Ansalon for centuries or even millennia? Maybe the Empire of Istar persecuted and nearly destroyed them? There's all kinds of magic in Krynn aside from wizards, sorcerers, and clerics. Some barbarian subclasses have magical abilities. No one's really asking for a detailed explanation on how the magical barbarians fit into the classic Dragonlance magic paradigm. We could use the same approach for bards -- they've always been there, using their eclectic magic of the Words of Creation. The Mages of High Sorcery aren't particularly concerned about them, just as they're not concerned about clerics or Totem Warrior barbarians. Druids could be practitioners of primal magic, as described in the 5e PHB. Like, why would the three nature gods have their own special type of priest when we have the Nature domain in 5e? Druids and rangers could've existed just fine in the Time of Darkness, maybe in the periphery if needed. Healing magic isn't restricted to divine casters in 5e, so we can ignore that issue altogether. We don't need healing to be this big thing that was lost in the Cataclysm because the absence of clerics and paladins is enough on its own, not to mention the massive upheaval of societies and geography. Also, don't cloud, storm, stone, frost, and fire giants work great as the original "high ogres"? There's no good place for them in Ansalon because they'd be such powerful creatures and communities, and traditionally they haven't appeared in Dragonlance, so why not just reimagine the ancient super ogres as the classic giants? [/QUOTE]
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