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Dragonlance Reflected in D&D5
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<blockquote data-quote="MostlyHarmless42" data-source="post: 7487556" data-attributes="member: 6845520"><p>In previous editions, Wizards who specializes in Evocation or Conjuration could be any of the three colors. Black robes were Necromancy and Enchantment, Red robes were Illusion and Transmutation, and White robes were Divination or Abjuration. There may have been restrictions on those who wished to take the prestige class, though that was up to the DM.</p><p></p><p>To be honest? I would strongly reccomend you keep the knight orders and wizards as nothing more than backgrounds or a feat choice at most. Designing a bunch of subclasses is a large time investment and frankly doesnt even accomplish much in terms of actual gain for the game. If you really feel the need to restrict stuff, do the following:</p><p>Crown knights: any fighter</p><p>Sword knights: cleric domains geared towards battle, valor/glamour bards, and divine sorcerers</p><p>Rose knights: Paladins, Cavalier fighters, purple dragon knights</p><p></p><p>As for races? Tieflings dont exist in dragonlance if we're being restrictive. I use them for Irda, which are basically just "fallen" magical ogre titans. The tiefling stats work well. For minotaur or half ogres I use either goliath stats or the minotaur race from UA (the more recent one is quite balanced). Gully dwarves work well as normal dwarves, but I gave them a subrace that gives them the goblin hide ability, and kobold begging ability, let them choose prisoner's lif as a dwarven tool option, and gave them disadvantage on all int checks and saves. It balances out fairly well.</p><p></p><p>That said, I once again point out that post war of souls is an objectively better place to set a campaign in the setting. The war of the lance is too well documented and rigid a time, is incredibly restrictive in terms of what classes/races are available (strictly speaking sorcerers, tieflings, warlocks, bards, rangers, arcane tricksters, and a number of other races shouldn't exist during that time period), and is frankly a very dated time for the setting in terms of just how long it's been since the original trilogy came out; at best it will come off incredibly cheesy and hokey a setting, and at worst your players will feel second fiddle to the "true cannon" heroes. And that doesnt even cover the fact that a war of the lance game only has like one possible villain as an option: Takhisis and her armies. Like it or not, the Age of Mortals made the setting function on a modern gaming level and gave the DM a plethora of better options for story fodder.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7487556, member: 6845520"] In previous editions, Wizards who specializes in Evocation or Conjuration could be any of the three colors. Black robes were Necromancy and Enchantment, Red robes were Illusion and Transmutation, and White robes were Divination or Abjuration. There may have been restrictions on those who wished to take the prestige class, though that was up to the DM. To be honest? I would strongly reccomend you keep the knight orders and wizards as nothing more than backgrounds or a feat choice at most. Designing a bunch of subclasses is a large time investment and frankly doesnt even accomplish much in terms of actual gain for the game. If you really feel the need to restrict stuff, do the following: Crown knights: any fighter Sword knights: cleric domains geared towards battle, valor/glamour bards, and divine sorcerers Rose knights: Paladins, Cavalier fighters, purple dragon knights As for races? Tieflings dont exist in dragonlance if we're being restrictive. I use them for Irda, which are basically just "fallen" magical ogre titans. The tiefling stats work well. For minotaur or half ogres I use either goliath stats or the minotaur race from UA (the more recent one is quite balanced). Gully dwarves work well as normal dwarves, but I gave them a subrace that gives them the goblin hide ability, and kobold begging ability, let them choose prisoner's lif as a dwarven tool option, and gave them disadvantage on all int checks and saves. It balances out fairly well. That said, I once again point out that post war of souls is an objectively better place to set a campaign in the setting. The war of the lance is too well documented and rigid a time, is incredibly restrictive in terms of what classes/races are available (strictly speaking sorcerers, tieflings, warlocks, bards, rangers, arcane tricksters, and a number of other races shouldn't exist during that time period), and is frankly a very dated time for the setting in terms of just how long it's been since the original trilogy came out; at best it will come off incredibly cheesy and hokey a setting, and at worst your players will feel second fiddle to the "true cannon" heroes. And that doesnt even cover the fact that a war of the lance game only has like one possible villain as an option: Takhisis and her armies. Like it or not, the Age of Mortals made the setting function on a modern gaming level and gave the DM a plethora of better options for story fodder. [/QUOTE]
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