Dragonlance Covers (Warning - Big Images)

Cool. I'd forgotten I'd already seen the Towers of High Sorcery cover. When will the DM's screen (the actual product, not the art) be released?
 

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Kai Lord said:
Cool. I'd forgotten I'd already seen the Towers of High Sorcery cover. When will the DM's screen (the actual product, not the art) be released?

The Dragonlance Dungeon Master's Screen will be released in September, featuring a gorgeous panoramic painting by Larry Elmore and useful charts and tables on the inside--both Dragonlance specific and material fully compatible with the revised 3rd Edition rules.

Jamie Chambers
Sovereign Press, Inc.
 


Kai Lord said:
Jamie:

In a great interview with you and Chris at http://www.dragonlance.com/features/interviews/display.asp?id=11923 you talk of another new core class called the Noble, as well as prestige classes called Legionairre and Master Ambassador. Could you give any details (campaign related, not game mechanics) about these classes?

Also do Civilized humans differ mechanically from Nomadic humans?

Well, here's a little bit that we can tell ya:

Noble: Sort of like the Noble classes found in WoT and Star Wars, these are characters who are descended from nobility, who grew up in a slightly different mindset: Laurana, for example, at the beginning of Chronicles. She had some skill with the blade, but basically had been raised how to deal with other people.

Legionaire: This is a catch-all for the Legion of Steel. A small, generic prestige class representing the basic training members who enter the Legion receive. For more fully fleshed out Legion PrCs (Legion Scout, Legion Mystic & Legion Sorcerer), see the Age of Mortals.

Master Ambassador: These are individuals who are masters of communication and legislation...people who are sent to foreign embassies to press the concerns of thier "sovereign nation." Tanis, towards the end of his years, was an excellant ambassador between the elven people and the Solamnics. This one makes an appearance in the Age of Mortals book.

Christopher (who is now logging off so that he can go attend his birthday party! :D)
 


Ohhhhh... sneak peak from In the Works over at the Wizards site.
http://www.wizards.com/default.asp?x=dnd/iw/20030615a
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Last month, I passed along a brief overview and the back cover copy from this 288-page hardcover that sets you up with everything you need to get started playing a full-blown campaign in the world of Dragonlance. This month, I offer a couple crunchy bits inspired by the wraparound art from the cover.

If anything says "Dragonlance" to me, it's two dragon riders (and their more than formidable mounts) locked in a dramatic aerial duel. So, how do you go about making that happen?

Split between pages 69 and 70 of the Dungeon Master's Guide, you'll find about a column's worth of rules (including a nice Maneuverability table) to govern aerial movement. Add falling damage (on pg. 112) and the information on taking damage from falling objects, and you're up to about one full page that covers aerial-specific game mechanics. You can squeeze in the rules for running, charging, bull rushing, grappling, etc. if you want. They're generic combat rules -- which certainly apply -- but they're not "aerial combat rules."

That's when the Dragonlance Campaign Setting swoops in and fills that gap with eight full pages of rules specific to aerial combat, including a terrific table that details Collision Damage based on the speed and size of the objects in contention. The section covers Simple Maneuvers, like a 45-degree turn, climb, dive, or sideslip, as well as Advanced Maneuvers, such as Airbrake (DC 15), Swoop Attack (DC 20), and Wingover (DC varies). It also goes through becoming airborne, gaining altitude, changing speed, using weapons from the saddle, and a small pile of other things -- such as a nice-sized chunk that deals with combat between creatures at differing altitudes, including the pitiful, flightless fodder you find on the ground below (or what you, as the pitiful, flightless fodder can do against flying creatures).

Chase Scale: Altitude is abstracted in the chase scale. A flying creature can be at one of seven altitude bands, as shown below:

Band Description Against Ground Targets
0 On the ground Normal
1 Very Low Melee attacks, all spells, missile weapons, thrown weapons, and breath weapons
2 Low Medium or long-range spells, missile weapons, and breath weapons only
3 Medium Medium or long-range spells, missile weapons, and line-shaped breath weapons only
4 Medium-High Long-range spells and missile weapons only
5 High Long-range spells only

You may find it useful to place a d6 next to each flying creature to mark its current altitude band. Remove the die when the creature is on the ground.

When a flying creature moves, it can choose to gain an altitude band (which reduces it to half speed unless it has perfect maneuverability) or drop an altitude band (which increases it to double speed). Some maneuvers require changing altitude. A creature can only gain or lose one altitude band per turn.

The effect of altitude bands on slant range depends on how many bands are between the flying creature and its target:

Difference in
Altitude Bands Effect
0 or 1 None
2 Add 100 feet to the horizontal range
3 Add 200 feet to the horizontal range
4 Add 400 feet to the horizontal range
5 Add 800 feet to the horizontal range

Like I said, that's just eight pages of the book -- there are 280 more. Next month, I should be able to get some more crunchy bits along with an illustration or two for you.
 

Stormprince said:
5. Any take on the concept of Krynnspace or the solar system beyond Krynn (such as the moons and the other planets)?

Nope, as far as we are "officially" concerned, we're not dealing with Spelljammer what-so-ever, just as we are not "officially" dealing with Ravenloft or mentioning Oerth or Toril...the world is a much different place now, as of the events that occured in the Chaos War and the War of Souls.

I just wanted to add a bit into what Chris said on Krynnspace.

I've been working on not only updating Krynnspace to the modern era, but expanding on it. I work on both Beyond the Moons (official Spelljammer site) and Dragonlance.com/Dragonlance Nexus.

Check out: Dragonhelm's Guide to Krynnspace

Just a forewarning, there will be an updated version coming soon.

With the guide, I tried presenting a very "Dragonlancey" view to Krynnspace. You'll see new groups, such as the Dragonfleet, the Minotaur Fleet, and the Knights of Krynnspace!

Version 2.0 is in the works, including more stats and expanded material. :)
 

A couple of (harmless, I hope) questions about the Mystic.

In Urban Arcana, there's an advanced alass called the mystic who cast divine spells as sorcerers. They don't get healing spells. Does the Dragonlance mystic retain healing capability? (I hope I'm just being paranoid here.)

Generally speaking, just how far off track would I be if while waiting for the DLCS book to come out I ran a mystic as a sorcerer with the cleric spell list?
 


tsadkiel said:
A couple of (harmless, I hope) questions about the Mystic.

In Urban Arcana, there's an advanced alass called the mystic who cast divine spells as sorcerers. They don't get healing spells. Does the Dragonlance mystic retain healing capability? (I hope I'm just being paranoid here.)

Generally speaking, just how far off track would I be if while waiting for the DLCS book to come out I ran a mystic as a sorcerer with the cleric spell list?

You are hitting pretty close to the mark by running a mystic very much like a sorcerer using the clerical spell list as a basis for available spells. There is certainly no limit on healing magic. (After all, the first well-known use of mysticism in the Fifth Age is Goldmoon healing Jasper Fireforge.)

There are few elements that make the mystic class a bit different, but you wouldn't have to change much if you created a character using this train of thought.

Jamie Chambers
Sovereign Press, Inc.
 

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