Michael Tree said:
Here is what I'd like to see, in order of PH chapters:
1) Above all, modify the rules to fit dragonlance, don't modify dragonlance to fit the rules. For example, sorcerers don't really fit in a 4th age campaign, orcs (and thus half-orcs) don't exist, and bards would have to be modified to use divine magic as followers or Branchala (and perhaps Gilean and Hiddukel).
I could not have said this better. The setting makes the game, and the rules only exist to describe it. Do not let the rules dictate the setting.
3) Don't be afraid to create variants of core classes. For example, you could create a Mariner variant of the Fighter, who gives up proficiency in medium armor, heavy armor, and shields for 4 skill points/level and having Balance, Intuit Direction, Profession, and Use Rope as class skills. Other appropriate variants might be a Handler variant of the Rogue, who gives up sneak attack for other kender-appropriate bonuses, a Ranger variant that doesn't cast spells (for characters like Tanis and Riverwind), and a divine Bard variant. A non-combatant version of the Cleric might also be appropriate.
I think the templates from Mongoose's Quintessential Collector's series are an excellent example of how this could be done. I agree it is a good thing. Also consider templates that are regional based, making a Plainsman ranger slightly different than an Elven or Solamnic one. This would necessarily entail the detailing of regions that the Companions did not visit, which I highly encourage.
4) Only use prestige classes when necessary. For example, there's really no difference between Crown Knights and Fighters aside from role-playing differences, but Sword and Rose knights have legitimate game-mechanics differences that warrant prestige classes. Similarly, Wizards of High Sorcery don't have to be a prestige class either. Just alter the wizard class so a character can't take more than 3 levels of it without taking the Test (or going renegade), and create rules for the fluctuation of magic power by the phases of the moons.
This is a good example of K.I.S.S. Whenever possible, avoid unnecessary rules complexity. I still remember a bargain I made with a PC: "If you can make heads or tails of the invention charts in the back of DL Adventures (and explain it to me), you can make a Tinker."
6) You probably have to include the fifth age, but definitely make the focus on the 4th age, with variations for the other time periods. It's quite simply the most popular time period there is. 5th age was a failure that alienated most core Dragonlance fans, yours-truly included.
Amen to that. I think that the 4th Age should be the "official Age" and that all others should be optional under the rules, perhaps with supplements published later. I have not read the War of Souls books yet (I gave up after the 5th Age books), so cannot comment on how they affect things.
As others have mentioned, I have a few things I want to see
1) Regional information. Languages, races, political situation, class templates. Plainsmen were plainsman, Solamnics were Solamnics, and no one ever forgot this. Regionalization is integral to the setting.
2) Playable "wee folk": Kender and Gnomes (personally, I don't think Gullys were ever meant to be PCs).
3) Most importantly, the "feel" of Dragonlance. Do _whatever_ it takes to make Dragonlance **DRAGONLANCE**
Thanks very much to Michael Tree for putting things so succinctly. I highly recommend that all gamers who care about Dragonlance send a note to Sovereign Stone so that your vote can be counted.
Irda Ranger
Edit: Spellchecker just isn't the same as good, old-fashioned proof reading.