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(+) What Would You Want From 5e Dragonlance?
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<blockquote data-quote="Libertad" data-source="post: 8312504" data-attributes="member: 6750502"><p>In my original post, that was one example out of many. I could provide a lot more examples of Krynn being comparatively low-magic, but I didn't want to clutter the thread. The nonexistence of (non-evil) divine magic for centuries until a Chosen One PC brings knowledge of it to the world is a pretty significant indicator, showing how the setting as a whole lacked something other popular worlds have in spades.</p><p></p><p>Being unable to rely on healing magic to patch one up was a huge deal in the setting. Even though Clerics are still relatively rare in other settings, in Krynn their virtual nonexistence was something that brought a lot of suffering through the aptly-named Age of Despair.</p><p></p><p>Also the Heroes of the Lance are the Super Lucky Lottery Winner equivalent of Krynn's population. They're well, heroes, who could see and do stuff most inhabitants would never dream of in their lifetimes. The most marvelous stuff in the Dragonlance Chronicles is much like any adventure: showing the coolest parts of the setting as opposed to a holistic overview.</p><p></p><p>During the War of the Lance there were huge sections of the population who have never seen a Cure Light Wounds spell or a Wizard and never will. Meanwhile in Faerun there's a nation where 33% of the population are trained wizards (Halruaa) and in Eberron you got huge sections of the working class employed as Magewrights and House Cannith churning out magic items and warforged. It's a question of scale and accessibility to the common folk.</p><p></p><p>This isn't a weakness, mind you. I actually think that keeping magic as a rare and miraculous thing that only precious few people have access to lends a special flair to the world and its people. It also makes the return of the gods an even bigger deal.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8312504, member: 6750502"] In my original post, that was one example out of many. I could provide a lot more examples of Krynn being comparatively low-magic, but I didn't want to clutter the thread. The nonexistence of (non-evil) divine magic for centuries until a Chosen One PC brings knowledge of it to the world is a pretty significant indicator, showing how the setting as a whole lacked something other popular worlds have in spades. Being unable to rely on healing magic to patch one up was a huge deal in the setting. Even though Clerics are still relatively rare in other settings, in Krynn their virtual nonexistence was something that brought a lot of suffering through the aptly-named Age of Despair. Also the Heroes of the Lance are the Super Lucky Lottery Winner equivalent of Krynn's population. They're well, heroes, who could see and do stuff most inhabitants would never dream of in their lifetimes. The most marvelous stuff in the Dragonlance Chronicles is much like any adventure: showing the coolest parts of the setting as opposed to a holistic overview. During the War of the Lance there were huge sections of the population who have never seen a Cure Light Wounds spell or a Wizard and never will. Meanwhile in Faerun there's a nation where 33% of the population are trained wizards (Halruaa) and in Eberron you got huge sections of the working class employed as Magewrights and House Cannith churning out magic items and warforged. It's a question of scale and accessibility to the common folk. This isn't a weakness, mind you. I actually think that keeping magic as a rare and miraculous thing that only precious few people have access to lends a special flair to the world and its people. It also makes the return of the gods an even bigger deal. [/QUOTE]
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