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<blockquote data-quote="Cam Banks" data-source="post: 1591638" data-attributes="member: 3817"><p>Actually, it was. Dragonlance was very much a setting that drew upon the AD&D rules in every sense throughout its early stages, and even when <em>Dragonlance Adventures</em> was released in 1987 (three years after the modules and novels first began to appear) the rules in that volume went hand-in-hand with the direction of AD&D at the time. It's worth noting that all of the changes in Dragonlance when it first appeared were cosmetic - no orcs, no drow, gold pieces replaced by steel pieces, no clerics (for the first module, at least), etc. The only thing rules-wise that was added to the series were kender, as for the most part everything else was taken from the AD&D core and contemporary supplements such as <em>Monster Manual II</em>.</p><p></p><p>You don't see moon magic, specialized Knights of Solamnia, tinker gnomes, minotaurs as a player race, priests with variant abilities, etc until <em>Dragonlance Adventures</em> was published, and in many ways this was possible because TSR was experimenting with variant and alternate rules at the time (<em>Unearthed Arcana</em> is why the Knights are a subclass of Cavalier and why Fritzen Dorgaard is a thief-acrobat in DL12).</p><p></p><p>Dragonlance continues to follow the trends of whichever edition of the D&D game it is being written for. It took kits in 2nd edition and reassigned classes among the 4 class groups, for example, and in 3rd edition it makes extensive use of prestige classes, feats, templates, and so forth. I think that Eberron and Dragonlance <em>do</em> share the "built with D&D in mind" legacy, something which will no doubt be observed 20 years from now when (and if) Eberron gets updated for a new edition and the gaming audience says "why does it have all of this stuff built-in to the world? how dated!"</p><p></p><p>Cheers,</p><p>Cam</p></blockquote><p></p>
[QUOTE="Cam Banks, post: 1591638, member: 3817"] Actually, it was. Dragonlance was very much a setting that drew upon the AD&D rules in every sense throughout its early stages, and even when [I]Dragonlance Adventures[/I] was released in 1987 (three years after the modules and novels first began to appear) the rules in that volume went hand-in-hand with the direction of AD&D at the time. It's worth noting that all of the changes in Dragonlance when it first appeared were cosmetic - no orcs, no drow, gold pieces replaced by steel pieces, no clerics (for the first module, at least), etc. The only thing rules-wise that was added to the series were kender, as for the most part everything else was taken from the AD&D core and contemporary supplements such as [I]Monster Manual II[/I]. You don't see moon magic, specialized Knights of Solamnia, tinker gnomes, minotaurs as a player race, priests with variant abilities, etc until [I]Dragonlance Adventures[/I] was published, and in many ways this was possible because TSR was experimenting with variant and alternate rules at the time ([I]Unearthed Arcana[/I] is why the Knights are a subclass of Cavalier and why Fritzen Dorgaard is a thief-acrobat in DL12). Dragonlance continues to follow the trends of whichever edition of the D&D game it is being written for. It took kits in 2nd edition and reassigned classes among the 4 class groups, for example, and in 3rd edition it makes extensive use of prestige classes, feats, templates, and so forth. I think that Eberron and Dragonlance [I]do[/I] share the "built with D&D in mind" legacy, something which will no doubt be observed 20 years from now when (and if) Eberron gets updated for a new edition and the gaming audience says "why does it have all of this stuff built-in to the world? how dated!" Cheers, Cam [/QUOTE]
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