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Dragonlance: Everything You Need For Shadow of the Dragon Queen
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<blockquote data-quote="Velderan" data-source="post: 8813035" data-attributes="member: 7038056"><p>From the recent video where Jeremy Crawford discussed Lunar Sorcery, he said the goal in designing them was to mechanically make something you could pluck out of Krynn and use anywhere, so that's one of the reasons for removing the specifics of tying powers to the Krynnish moon phases. There's also the aspect of simplicity, because I don't know of many tables that actually kept track of the moon in 1E/2E DL games. In my opinion, that does explain the removal of things like what made 2E Ravenloft unique as a setting <em>mechanically</em> because it would be harder to pluck stuff out of VRGtR if you need to do extra work to explain the Dark Powers in Eberron for example. I'm not very knowledgeable about Ravenloft, so apologies for not providing a specific example to help explain. Hopefully what I wrote made sense.</p><p></p><p>Now we can can go on for another 82 pages on if that's good or bad game design, but people seem to be twisting Crawford's intent to <em>mechanically</em> make every setting the same into insisting he wants everything on the table always for every setting.</p></blockquote><p></p>
[QUOTE="Velderan, post: 8813035, member: 7038056"] From the recent video where Jeremy Crawford discussed Lunar Sorcery, he said the goal in designing them was to mechanically make something you could pluck out of Krynn and use anywhere, so that's one of the reasons for removing the specifics of tying powers to the Krynnish moon phases. There's also the aspect of simplicity, because I don't know of many tables that actually kept track of the moon in 1E/2E DL games. In my opinion, that does explain the removal of things like what made 2E Ravenloft unique as a setting [I]mechanically[/I] because it would be harder to pluck stuff out of VRGtR if you need to do extra work to explain the Dark Powers in Eberron for example. I'm not very knowledgeable about Ravenloft, so apologies for not providing a specific example to help explain. Hopefully what I wrote made sense. Now we can can go on for another 82 pages on if that's good or bad game design, but people seem to be twisting Crawford's intent to [I]mechanically[/I] make every setting the same into insisting he wants everything on the table always for every setting. [/QUOTE]
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