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What do you want from a Dragonlance 5e?
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<blockquote data-quote="MostlyHarmless42" data-source="post: 7871881" data-attributes="member: 6845520"><p>Honestly? I'd welcome any sort of updated book. I've been a big proponent of running games in that setting forever. Stuff I'd like to see would likely include:</p><p></p><p>1) Updated rules for mass combat that aren't tediously slow or completely invalidate player character abilities (the unearthed arcana was precisely this, despite several major attempts on my party to fix it). Failing that DM tips for running army scale combat in a more fun and dynamic way. This is definitely the setting that would benefit most from this sort of ruleset.</p><p></p><p>2) New dragon themed subclasses, feats, or options. I've made several homebrew stuff in the past to allow things like players to play dragons or have a dragon companion. I DON'T want a return of restrictive class requirements like from previous editions. We don't need 4 different knight subclasses, for example. And stuff like draconians could either be done via racial feats for dragonborn or alternative racial to breath weapon. Basically I want tweaks to existing stuff, not unneeded system bloat.</p><p></p><p>3) Simple rules for setting related stuff like keeping track of moon magic or ways to differentiate between primal sorcery/mysticism and traditional wizardry/divine magic. Again we don't need more classes, just ideas for how to translate the difference between the magic from the spark of chaos and the gods. It's a big thing in the setting that wizards/clerics are uneasy with sorcerers/mystics because they fear they upset a great cosmic balance and while some classes are easy to translate to this, stuff like warlock, ranger, druid, and other subclasses is less clear.</p><p></p><p>4) New or updated magic items or monsters are always welcome. Give me rules for stuff like dragon vassels or spawn as well.</p><p></p><p>5) We could also use a list of factions sort of like how the did for forgotten realms and others. The existing renoun rules are fine, but we need an updated list.</p><p></p><p>Things I DON'T want:</p><p></p><p>1) A rereleased of the original trilogy and nothing else. Not only has that arguably been done already (tyranny of dragons), but is utterly regressive and is frankly the absolute worst way to highlight the strength of the setting. Forcing players to "stick to the script!" of the war of the lance is why the setting has a bad name in some circles and unless they intend to release more than just those modules, I'd rather not waste my one official dragonlance book on a module. Something akin to the eborron book is preferable.</p><p></p><p>2) Massive class/ race restrictions because "it doesn't exist!" in the setting. Provide me ways to incorporate them. Don't make a newer DM bend over backwards to gut half the players handbook just because half-orcs, drow, tieflings, sorcerers, bards, etc. didnt exist during the war of the lance. Even if it means refluffing tieflings as Irda, half-orcs as half-ogres, etc. provide a DM who isn't intimately familiar with the setting the tools to not to tell player's no without compromising the setting. As much as some of the fans hated the Age of Mortals/War of Souls, it existed for the specific purpose of fixing EXACTLY this problem as a game setting, and frankly I'm not sure I'd ever run a game that isnt post War of Souls unless I had a group of people who really wanted to do the original modules anyway.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7871881, member: 6845520"] Honestly? I'd welcome any sort of updated book. I've been a big proponent of running games in that setting forever. Stuff I'd like to see would likely include: 1) Updated rules for mass combat that aren't tediously slow or completely invalidate player character abilities (the unearthed arcana was precisely this, despite several major attempts on my party to fix it). Failing that DM tips for running army scale combat in a more fun and dynamic way. This is definitely the setting that would benefit most from this sort of ruleset. 2) New dragon themed subclasses, feats, or options. I've made several homebrew stuff in the past to allow things like players to play dragons or have a dragon companion. I DON'T want a return of restrictive class requirements like from previous editions. We don't need 4 different knight subclasses, for example. And stuff like draconians could either be done via racial feats for dragonborn or alternative racial to breath weapon. Basically I want tweaks to existing stuff, not unneeded system bloat. 3) Simple rules for setting related stuff like keeping track of moon magic or ways to differentiate between primal sorcery/mysticism and traditional wizardry/divine magic. Again we don't need more classes, just ideas for how to translate the difference between the magic from the spark of chaos and the gods. It's a big thing in the setting that wizards/clerics are uneasy with sorcerers/mystics because they fear they upset a great cosmic balance and while some classes are easy to translate to this, stuff like warlock, ranger, druid, and other subclasses is less clear. 4) New or updated magic items or monsters are always welcome. Give me rules for stuff like dragon vassels or spawn as well. 5) We could also use a list of factions sort of like how the did for forgotten realms and others. The existing renoun rules are fine, but we need an updated list. Things I DON'T want: 1) A rereleased of the original trilogy and nothing else. Not only has that arguably been done already (tyranny of dragons), but is utterly regressive and is frankly the absolute worst way to highlight the strength of the setting. Forcing players to "stick to the script!" of the war of the lance is why the setting has a bad name in some circles and unless they intend to release more than just those modules, I'd rather not waste my one official dragonlance book on a module. Something akin to the eborron book is preferable. 2) Massive class/ race restrictions because "it doesn't exist!" in the setting. Provide me ways to incorporate them. Don't make a newer DM bend over backwards to gut half the players handbook just because half-orcs, drow, tieflings, sorcerers, bards, etc. didnt exist during the war of the lance. Even if it means refluffing tieflings as Irda, half-orcs as half-ogres, etc. provide a DM who isn't intimately familiar with the setting the tools to not to tell player's no without compromising the setting. As much as some of the fans hated the Age of Mortals/War of Souls, it existed for the specific purpose of fixing EXACTLY this problem as a game setting, and frankly I'm not sure I'd ever run a game that isnt post War of Souls unless I had a group of people who really wanted to do the original modules anyway. [/QUOTE]
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