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Dragonlance: Is it possible to run a Dragonlance game using the current core rules and material?
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<blockquote data-quote="pemerton" data-source="post: 7004313" data-attributes="member: 42582"><p>Harsh words! I incorporated the moon-based WoHS into my GH Rolemaster game, with rules for tracking power and moon charts to keep track of phases with the passage of time, etc.</p><p></p><p>I don't know that I'd do it again, but 25 years ago it seemed like the height of gaming sophistication!</p><p></p><p></p><p>I think the random roll can have the problem that - depending on how exactly you handle calendars and the passage of time in your game - it can lack the certainty and predictability of that sort of astronomical phenomenon.</p><p></p><p></p><p>This was an issue in the RM game I mentioned - if the players get to choose the timing of their adventures, they can exploit the power-ups while minimising the downside!</p><p></p><p>If you're worried about this, at a minimum I would suggest the penalties weigh more heavily than the bonuses (eg in HS the base for DCs is 9 rather than 8, in Waning it is 7, in LS it is 6).</p><p></p><p>Another option might be that cantrips are unlimited when Waxing, unlimited and get some sort of +1 buff in HS, but are limited to INT per short rest (or something like that) in Waning, and INT long rest in LS.</p><p></p><p>Agreed. Necro and enchanters Black. Abjurers White. Transmuters Red.</p><p></p><p>In the DL Adventures hardback, I think both White and Red can use evocation, but personally I think that fits better with the flavour of Red than White. And then White can have conjuration (which I think maybe they shared with Black in DLA?).</p><p></p><p>Illusion maybe Red or Black. Divination is all 3 in DLA, but making it White only would probably be reasonable: it seems to fit better with a "white wizard" flavour.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7004313, member: 42582"] Harsh words! I incorporated the moon-based WoHS into my GH Rolemaster game, with rules for tracking power and moon charts to keep track of phases with the passage of time, etc. I don't know that I'd do it again, but 25 years ago it seemed like the height of gaming sophistication! I think the random roll can have the problem that - depending on how exactly you handle calendars and the passage of time in your game - it can lack the certainty and predictability of that sort of astronomical phenomenon. This was an issue in the RM game I mentioned - if the players get to choose the timing of their adventures, they can exploit the power-ups while minimising the downside! If you're worried about this, at a minimum I would suggest the penalties weigh more heavily than the bonuses (eg in HS the base for DCs is 9 rather than 8, in Waning it is 7, in LS it is 6). Another option might be that cantrips are unlimited when Waxing, unlimited and get some sort of +1 buff in HS, but are limited to INT per short rest (or something like that) in Waning, and INT long rest in LS. Agreed. Necro and enchanters Black. Abjurers White. Transmuters Red. In the DL Adventures hardback, I think both White and Red can use evocation, but personally I think that fits better with the flavour of Red than White. And then White can have conjuration (which I think maybe they shared with Black in DLA?). Illusion maybe Red or Black. Divination is all 3 in DLA, but making it White only would probably be reasonable: it seems to fit better with a "white wizard" flavour. [/QUOTE]
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Dragonlance: Is it possible to run a Dragonlance game using the current core rules and material?
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