Chun-tzu
First Post
When you compared Dragonlance to the Forgotten Realms in 1E, there were some major differences. I'm hoping the 3E version will change some of it.
The canon storyline and characters in Dragonlance are a huge problem, in a way that the ones in the Realms are not. If you're playing in the time of the Wars, and Tanis or Caramon dies, you've got a serious problem. On the other hand, if you killed off Drizzt or Elminster, it's not as much of an issue. There may be repercussions, but it's not going to screw up the whole setting's history. Similarly, playing during that time kind of sucks, if you know what will happen. You know from the beginning that your party can't do anything to end the War, for example, because you already know when and how it's going to happen.
The other thing about Dragonlance is that the 1E hardcover presented some new options (new classes and races) and elminated just as many or more. You couldn't be a Monk in Dragonlance, because they didn't have any. No psionics, period. If you wanted to be a wizard, your options were pretty limited. No White Robes could cast Evocation spells, IIRC - WTF? You mean I can't be a good wizard that casts Fireballs without being a renegade?
This also ties in with the races, discussed above. Kender, Tunker Gnomes, and Gully Dwarves were already defined, and you didn't have a lot of options in _how_ to play them.
Dragonlance 1E -> too many limits.
The canon storyline and characters in Dragonlance are a huge problem, in a way that the ones in the Realms are not. If you're playing in the time of the Wars, and Tanis or Caramon dies, you've got a serious problem. On the other hand, if you killed off Drizzt or Elminster, it's not as much of an issue. There may be repercussions, but it's not going to screw up the whole setting's history. Similarly, playing during that time kind of sucks, if you know what will happen. You know from the beginning that your party can't do anything to end the War, for example, because you already know when and how it's going to happen.
The other thing about Dragonlance is that the 1E hardcover presented some new options (new classes and races) and elminated just as many or more. You couldn't be a Monk in Dragonlance, because they didn't have any. No psionics, period. If you wanted to be a wizard, your options were pretty limited. No White Robes could cast Evocation spells, IIRC - WTF? You mean I can't be a good wizard that casts Fireballs without being a renegade?
This also ties in with the races, discussed above. Kender, Tunker Gnomes, and Gully Dwarves were already defined, and you didn't have a lot of options in _how_ to play them.
Dragonlance 1E -> too many limits.