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<blockquote data-quote="Rod Staffwand" data-source="post: 6944392" data-attributes="member: 6776279"><p>My dragons tend to dangerous monsters rather than big bads, faction leaders or even treasure keepers. They are far less intelligent than D&D dragons and driven more by emotion than reason. In some settings I've made them the personification of the Elemental Chaos--living, crazed engines of pure destruction and creation.</p><p></p><p>I also like them as threshold guardians more than final boss monsters. You might have to fight a dragon to get into the Necromancer's Tower or to cross a bridge in the Underdark. The weaker ones show up a lot as pets of more powerful masters. This was all to get more dragons in my games and its worked wonderfully.</p><p></p><p>I also throw out D&D's dragon lore completely, as well as most of the stats. Metallic dragons aren't worth the MM pages and I always found the dragons species (both chromatic and metallic) to be bland and cheesy.</p><p></p><p>Other changes:</p><p></p><p>*My dragons absorb the energies and elements of their surroundings. Their breath weapons vary and they can have a host of other abilities--acid blood, spiked tails, metal hides, invisibility, power over the weather, etc.</p><p>*Dragons are immune to mundane weapons and they regenerate all damage in an hour unless slain, though most will have a mundane weakness or limitation (such as vulnerable to fire or dislikes the sound of bells).</p><p>*Dragons have potent magic resistances (which varies by edition). In 5e this is typically advantage on saving throws vs. spells.</p><p>*No dragon fear (unless its some sort of fear dragon)</p><p>*Enhanced ability to engage whole groups of enemies at once with additional actions and attacks.</p><p>*Breath weapons tend to do less damage, but they can be used more often. Some dragons build up a super breath weapon over time and really need to be brought down quick.</p><p>*No young or wyrmling dragons. These are replaced with small and weak dragons since I don't really want to put baby dragons in the game for my PCs to kill. Plus my dragons are magical forces of nature and spontaneously arise from the Elemental Chaos, the Fire of Creation or from the Spine of the World itself and don't reproduce like mortal creatures.</p><p>*In any setting where I have a Multiverse, dragons can travel between planes. If there are multiple planets, dragons can fly through space.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6944392, member: 6776279"] My dragons tend to dangerous monsters rather than big bads, faction leaders or even treasure keepers. They are far less intelligent than D&D dragons and driven more by emotion than reason. In some settings I've made them the personification of the Elemental Chaos--living, crazed engines of pure destruction and creation. I also like them as threshold guardians more than final boss monsters. You might have to fight a dragon to get into the Necromancer's Tower or to cross a bridge in the Underdark. The weaker ones show up a lot as pets of more powerful masters. This was all to get more dragons in my games and its worked wonderfully. I also throw out D&D's dragon lore completely, as well as most of the stats. Metallic dragons aren't worth the MM pages and I always found the dragons species (both chromatic and metallic) to be bland and cheesy. Other changes: *My dragons absorb the energies and elements of their surroundings. Their breath weapons vary and they can have a host of other abilities--acid blood, spiked tails, metal hides, invisibility, power over the weather, etc. *Dragons are immune to mundane weapons and they regenerate all damage in an hour unless slain, though most will have a mundane weakness or limitation (such as vulnerable to fire or dislikes the sound of bells). *Dragons have potent magic resistances (which varies by edition). In 5e this is typically advantage on saving throws vs. spells. *No dragon fear (unless its some sort of fear dragon) *Enhanced ability to engage whole groups of enemies at once with additional actions and attacks. *Breath weapons tend to do less damage, but they can be used more often. Some dragons build up a super breath weapon over time and really need to be brought down quick. *No young or wyrmling dragons. These are replaced with small and weak dragons since I don't really want to put baby dragons in the game for my PCs to kill. Plus my dragons are magical forces of nature and spontaneously arise from the Elemental Chaos, the Fire of Creation or from the Spine of the World itself and don't reproduce like mortal creatures. *In any setting where I have a Multiverse, dragons can travel between planes. If there are multiple planets, dragons can fly through space. [/QUOTE]
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