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Dragonlance Moon Magic in 5E (conversion)
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<blockquote data-quote="MostlyHarmless42" data-source="post: 8553483" data-attributes="member: 6845520"><p>The way I handle this in my current campaign is as follows:</p><p>I define all casters in the setting as either "Focused" (they gain their powers from an external source) or "Primal" (internal spark of chaos). Basically it's a slight tweak from the "cannon" but it makes the classes broadly speaking feel a bit different. The former can hypothetically have their powers taken away from them if the gods / moons aren't around or are blocked, and the latter are subject to wonky stuff like wild magic zones or pockets of reality being stretched thin (honing into the idea in the setting that sorcerers are "destructive" and ties into the whole Chaos god from Dragons of a Summer Flame.</p><p></p><p>The preamble isn't required for the Moon rules, but for context to know that I only have them effect basically Wizards, Artificers, Arcane Domain clerics, and in some cases Warlocks, Eldritch Knights, and Arcane Tricksters (I give these latter classes the choice at character creation to pick if they are Focused or Primal after I explain the implications of both).</p><p></p><p>For the relevant details to this thread...</p><p></p><p>They are attuned to a moon based on their alignment, White = good, Red = Neutral, Black = evil.</p><p></p><p>When their moon is at high sanction, I add +1 to their spell attacks and DCs, and when it is at low sanction I have a penalty of -1. This scales when moons are in alignment with one another, up to +3 on the night of the eye when they are all full, and -3 on the opposite night. Yes I get this breaks cannon a bit, but it's far easier to track and keep balanced and it <em>really </em>makes the players try to avoid fighting when their moons aren't good...which is ya know, kind of the point? </p><p></p><p>I've toyed with giving them the option to attempt to cast spells at a higher spell level and would suggest using this as an alternative to those who are concerned with this breaking bounded accuracy, or letting them reduce their bonus to raise the level, but to be honest most of this has only been stuck at theory-room crafting anyway as none of my players have yet to play a wizard in this setting. Even before I so much as mentioned the magic rules they all decided to play martial characters and it's been amusing as heck.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 8553483, member: 6845520"] The way I handle this in my current campaign is as follows: I define all casters in the setting as either "Focused" (they gain their powers from an external source) or "Primal" (internal spark of chaos). Basically it's a slight tweak from the "cannon" but it makes the classes broadly speaking feel a bit different. The former can hypothetically have their powers taken away from them if the gods / moons aren't around or are blocked, and the latter are subject to wonky stuff like wild magic zones or pockets of reality being stretched thin (honing into the idea in the setting that sorcerers are "destructive" and ties into the whole Chaos god from Dragons of a Summer Flame. The preamble isn't required for the Moon rules, but for context to know that I only have them effect basically Wizards, Artificers, Arcane Domain clerics, and in some cases Warlocks, Eldritch Knights, and Arcane Tricksters (I give these latter classes the choice at character creation to pick if they are Focused or Primal after I explain the implications of both). For the relevant details to this thread... They are attuned to a moon based on their alignment, White = good, Red = Neutral, Black = evil. When their moon is at high sanction, I add +1 to their spell attacks and DCs, and when it is at low sanction I have a penalty of -1. This scales when moons are in alignment with one another, up to +3 on the night of the eye when they are all full, and -3 on the opposite night. Yes I get this breaks cannon a bit, but it's far easier to track and keep balanced and it [I]really [/I]makes the players try to avoid fighting when their moons aren't good...which is ya know, kind of the point? I've toyed with giving them the option to attempt to cast spells at a higher spell level and would suggest using this as an alternative to those who are concerned with this breaking bounded accuracy, or letting them reduce their bonus to raise the level, but to be honest most of this has only been stuck at theory-room crafting anyway as none of my players have yet to play a wizard in this setting. Even before I so much as mentioned the magic rules they all decided to play martial characters and it's been amusing as heck. [/QUOTE]
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