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D&D 5E Which Non-Classic/Magic Settings Would You like to see WotC Publish?

Urriak Uruk

Debate fuels my Fire
name those styles of play and settings.

then list how difficult it would be to update them to not be incompatible with modern taste.

then list the setting unique selling points.

Geez, you're demanding huh? The first and last thing you said are essentially the same things.

  • Dark Sun: Post-apocalyptic, dark fantasy, sword and sorcery (sandals?), fight against tyranny.
  • To update: Add more psionic options, few more racial options. Minimize slavery in society, update things like "boob armor."

I'm not going to go through every setting I think has unique selling points, but I think people here could make good arguments for Planescape, Dragonlance, Spelljammer, Mystara and Birthright (maybe even Greyhawk).
 

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Geez, you're demanding huh? The first and last thing you said are essentially the same things.

  • Dark Sun: Post-apocalyptic, dark fantasy, sword and sorcery (sandals?), fight against tyranny.
  • To update: Add more psionic options, few more racial options. Minimize slavery in society, update things like "boob armor."

I'm not going to go through every setting I think has unique selling points, but I think people here could make good arguments for Planescape, Dragonlance, Spelljammer, Mystara and Birthright (maybe even Greyhawk).
that is not a style of play that is an aesthetic and a new class.
 

I'm a Mystara fan and I have a hard time advocating for it for 5E. The best of the settings are pretty generic (Karameikos is great, but it doesn't do anything substantially different than the Dale Lands, for instance). The various ethnic enclaves range from good to pretty bad and would all need a very careful eye in the updating process. There's a few kingdoms that might work -- Glantri does something we haven't seen so far in 5E -- but I don't know that people would view a single-kingdom setting as being the equivalent of a Mystara update.
 



Urriak Uruk

Debate fuels my Fire
that is not a style of play that is an aesthetic and a new class.

I disagree.

Funny enough, when I google "Style of Play," the first result I got was for Aristotle;

There are four basic theatrical forms either defined, implied, or derived by or from Aristotle: Tragedy; Comedy; Melodrama; and Drama. Any number of styles can be used to convey these forms. A good working definition of, "Style", is how something is done.

You're always playing D&D, but the change of an aesthetic can have a big impact on the PCs and make them have a very different style of play.
 





Undrave

Hero
that reminds me I was going to cannibalise the blue mage concept to bulk up a psion subclass.
FFTA2 also has the Green Mage you specializes in status condition, the Animist who is like a Ranger/Druid thing that uses Instruments (one of their biggest contribution is 'Count Sheep', a sleep spell, and the ability to heal others), and the Elementalist with her single target status effect + Elemental damage combo.
 

FFTA2 also has the Green Mage you specializes in status condition, the Animist who is like a Ranger/Druid thing that uses Instruments (one of their biggest contribution is 'Count Sheep', a sleep spell, and the ability to heal others), and the Elementalist with her single target status effect + Elemental damage combo.
look my blue mage psion was also going to be able to pull off the line"your soul is mine" to explain how it gets those abilities.

green mage sounds interesting what lore did it have?

the animist sounds like a less conceptually crazy druid or that 4e primal leader/support class.

Elementalist is just most blaster mages in games because just random magic damage is terrible for the head and visual space.
 

Undrave

Hero
look my blue mage psion was also going to be able to pull off the line"your soul is mine" to explain how it gets those abilities.

green mage sounds interesting what lore did it have?

the animist sounds like a less conceptually crazy druid or that 4e primal leader/support class.

Elementalist is just most blaster mages in games because just random magic damage is terrible for the head and visual space.
I don't know if Green Mage had much lore, but its a good ability to pair with White Magic.

Animist in Japan were called 'Animal Tamer'.

The really fun thing about Elementalist is that they used rapiers as a weapon, so they were kind of a Gish class, and their abilities were mostly single target so you could deal a bit of damage alongside useful status condition without having to worry about where you allies were. They were excellent as a tactical RPG class.
 

I don't know if Green Mage had much lore, but its a good ability to pair with White Magic.

Animist in Japan were called 'Animal Tamer'.

The really fun thing about Elementalist is that they used rapiers as a weapon, so they were kind of a Gish class, and their abilities were mostly single target so you could deal a bit of damage alongside useful status condition without having to worry about where you allies were. They were excellent as a tactical RPG class.
interesting, did green mage show up in any other games?
 

vincegetorix

Jewel of the North
interesting, did green mage show up in any other games?
Green magick is also a specialization in FFXII Esper Genesis. Green magick is also available in older FFs.

Despite what we usually understand as ''green'' in D&D terms (nature magic), Green magick in FF is ''status effect magic'', along side Red (generally Time magick + gish spells and non-elemental damage spells), Blue (mimicking enemies ability), Black (elemental damage) and White (cure and some holy damage spells).
 

Rikka66

Adventurer
Most games don't have green magic as a separate category, and they'll throw the spells under another group. The Ff12 remake even removed the category and sent the spells into other ones.
 


articulate them.

note I am not trying to antagonise just cut through the conversation to its end.
Look at the Theros product description. Greatly expanded piety rules, new races, Greco-Roman monsters, new subclasses, races and a background to allow a Helenistic D&D game. It's basically an expanded 5E version of the 2E Age of Heroes book, with the Theros setting in there as an example of how to make it work.

A Dark Sun setting book would likely be something very comparable.
 

Green magick is also a specialization in FFXII Esper Genesis. Green magick is also available in older FFs.

Despite what we usually understand as ''green'' in D&D terms (nature magic), Green magick in FF is ''status effect magic'', along side Red (generally Time magick + gish spells and non-elemental damage spells), Blue (mimicking enemies ability), Black (elemental damage) and White (cure and some holy damage spells).
can you further explain how they work as this sounds interesting?
Look at the Theros product description. Greatly expanded piety rules, new races, Greco-Roman monsters, new subclasses, races and a background to allow a Helenistic D&D game. It's basically an expanded 5E version of the 2E Age of Heroes book, with the Theros setting in there as an example of how to make it work.

A Dark Sun setting book would likely be something very comparable.
true but that is a single setting and also a classic setting so kinda not relevant here.
 

vincegetorix

Jewel of the North
can you further explain how they work as this sounds interesting?
Sure.

This site mostly cover the basic ideas: Final Fantasy XII magicks

(In the case of FFXII, what we usually see as ''red magick'' are split into Time and Arcane magicks. )

Green: Shield, Globe of invulnerability, resilient sphere, absord element, sleep, silence, blind, Augment Abilities, grease.

Red: Haste, Slow, expeditious retreat, elemental weapon, magic weapon, mirror image, confusion, mislead, enervation, disintegration.

Black: Burning hands, fireball, lightning bolt, cone of cold, gust of wind, tsunami, whirlwind.

White: Cure wounds, dawn, restoration, regeneration, raise dead.

Others:

Blue: gain monsters traits from the MM or innate spells in a way resembling the warlock's Invocations.

Geomancer/Animist: A weird one. Imagine a Land druid (druid spell list + varying spell list depending on the terrain), using bard instrument as focus, + the ranger's favored terrain trait.

Astromancer/Oracle: Closer to a Diviner + Divine soul sorcerer. Oracles have more Radiant-blasting spells.

Summoner: Pet-class and summon spells.
 

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