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#1archmageJun 12, 2005 22:13:35 | First off, let me say that I think Dragonlance is an absolutely wonderful setting; through the novels, I've come to care about many of its iconic characters in a way that Forgotten Realms novels never have. But there's always been one thing that put me off about Krynn as a campaign setting. The fact that, Krynn, compared to Toril, the world of the Forgotten Realms setting, is a magical backwater. On Toril, you have so many different types of magic to choose from, and thus so many more character concepts you can work around them: Gem Magic, Rune Magic, Shadow Weave Magic, Elven High Magic, Spellfire, Netherese Arcane Magic, the list goes on and on. But on Krynn, you have: umm, Arcane Magic granted by three gods of different alignment. And that's it. Dalamar, arguably the most skilled mage currently living on Krynn, would look at you blankly if you mentioned mythals, epic spells, elven high magic, or cormanthyran moon magic to him. And his Shalafi, Raistlin? That guy wouldn't even use most magic items, seeing them as crutches for the weak. But any wizard worth his salt would know magic items are some of the mightiest tools in his arsenal, aside from his spells. And look at how the setting treats sorcerers. Instead of being the magical prodigies they are in other worlds, unique beings who are able to master magic instinctively, DL relegates them to being outcast practicioners of a form of magic that far too many deem weak and ineffectual. In fact, primal sorcery as it is portrayed in the novels is a far different thing than what exists in the game. No novel-sorcerer can cast animate dead, or charm monster, or wish, but a game-sorcerer can, no explanation given. The Simbul, a character of the Forgotten Realms setting, is a 10th-level wizard/20th-level sorcerer/2nd-level archmage. She could single-handedly defeat the entire Orders of High Sorcery, with Fistandatilus thrown in, to boot, without breaking a sweat. And divine magic is a joke as it is portrayed in DL. Everyone seems to think divine magic is good for nothing but healing, little realizing that clerics wield tremendous magical power that equals, if not exceeds, that of your average wizard. How many spells did Crysania cast in the Legends trilogy? Two? Three, at most? And what were they? One of them was daylight to blind Caramon, for goodness sake! A cleric of her level should have been able to subdue him with hold person at the very least. Mystra, the FR goddess of magic, has a plan and a purpose for magic in Toril. She wants everyone to learn to use it, and thus gain more power and unfold the bright possibilities that magic can bring about that much further. She knows that magic makes life better, and so spreads its use to all, for good or ill. To that end, there are mage-schools all over Toril, and her Magister works tirelessly to craft magic items and scrolls and put them in the hands of those who will use them, because magic is for everyone. What of Solinari, Lunitari, and Nuitari? What is their plan for magic? Do they even have one? Magic seems to be for the "elite," those people who pass the Test and study at the Towers. For what purpose? Their researches and spells don't benefit the common folk at all. All of their acquired magic sits hoarded away in their Towers, gathering dust and being put to no good use. Wizards are just good for being mysterious, secretive, and looking down their noses at everyone. And now sorcerers come along, with the chance to spread the knowledge of primal sorcery to everyone, and the wizards want to declare war on them! How typical of those snobby, elitist mages! "Only we can have arcane magic! We must stop all others who haven't joined our little club of scholars from having it!" What grand purpose, no, what grand future is there for magic in attitudes like that? *lol* Sorry, got carried away. Rant over, I promise. But still, if anyone has any good responses to what I've said, I'd be happy to see them. |
#2clarkvalentineJun 12, 2005 22:27:05 | Dragonlance is not Forgotten Realms. It's not supposed to be. How dull the gaming hobby would be if every setting were the same. |
#3cam_banksJun 12, 2005 22:35:25 | Arguably, Dragonlance is fairly normal for a D&D world and the Realms are the magical equivalent of one of those buffet restaurants where there are row upon row of things to pile onto your plate, and a bull just charged through and knocked it all over. Cheers, Cam |
#4ferratusJun 12, 2005 23:19:37 | Oh, I think we can agree that the introduction of 5th Age wild magic was the bull that knocked over the buffet table. After all, before it was rather neatly arranged, with clerical divine magic and mystery rite arcane magic. However, Gem Magic, Rune Magic, Shadow Weave Magic, Elven High Magic, Spellfire, Netherese Arcane Magic... all of these can be now done with 5th Age magic. It is in fact currently being used that way in the novels and game products already. We have.... Tarmak knot magic (Return of the Exile novel) , Cha'asi nature magic (Taladas supplement), dwarven scions (dwarven kingdoms of Krynn), Rune magic (Galen Beknighted and Before the Mask novels), Irda Gem Magic (Empire of Ergoth trilogy), and Spirit Magic (Barbarians Trilogy, War of Souls Trilogy). Heck, you can take any form of magic and blame it on either mysticism or sorcery. Heck, you want to do a prestige class where someone performs mystic spells by carving out peices of their own flesh? There is no thematic reason anymore why it doesn't fit into the dragonlance setting. So I forsee two things in the future. Either 5th Age sorcery fades from veiw, or the Orders of High Sorcery become merely one magical tradition among many. Perhaps given pride of place by local rulers (better the devil you know keeping the ones you don't in check) but it won't be a "submit or die" attitude anymore... unless 5th Age magic is simply ignored until it goes away. |
#5DragonhelmJun 12, 2005 23:46:04 | But on Krynn, you have: umm, Arcane Magic granted by three gods of different alignment. And that's it. There are a total of four broad categories of magic in Krynn: Clerical magic and mysticism (both divine sorts of magic), and High Sorcery and Wild Sorcery (both arcane sorts of magic). Take that basic concept there, knowing there is already conflict between the four, and apply various traditions throughout the world (i.e. sylvan mages, winternorns, etc.). It becomes more complex than you think. And look at how the setting treats sorcerers. Instead of being the magical prodigies they are in other worlds, unique beings who are able to master magic instinctively, DL relegates them to being outcast practicioners of a form of magic that far too many deem weak and ineffectual. It should be noted that this view of them being "outcast practicioners" is one held by the Wizards of High Sorcery, based on the fact that Wild Sorcery is Chaos-touched. There are those who would rather work with a sorcerer, as he's not associated with any sort of mysterious orders of magic. Granted, there are those who hate arcane spellcasters no matter what. ;) By the way, there are some prodigies amongst sorcerers. Emma Xela is a good example. In fact, primal sorcery as it is portrayed in the novels is a far different thing than what exists in the game. No novel-sorcerer can cast animate dead, or charm monster, or wish, but a game-sorcerer can, no explanation given. In that, you are right. Likewise, a SAGA sorcerer and a D&D sorcerer are two different beasts. The Simbul, a character of the Forgotten Realms setting, is a 10th-level wizard/20th-level sorcerer/2nd-level archmage. She could single-handedly defeat the entire Orders of High Sorcery, with Fistandatilus thrown in, to boot, without breaking a sweat. The Forgotten Realms has been known for having way too many uber-powerful arcane spellcasters. Why is there a need for adventurers when you've got a number of arcane spellcasters who are around 30th level? And divine magic is a joke as it is portrayed in DL. Everyone seems to think divine magic is good for nothing but healing, little realizing that clerics wield tremendous magical power that equals, if not exceeds, that of your average wizard. I think Holy Orders of the Stars will drastically change peoples' perceptions of a Dragonlance cleric. You're right, though, that clerics and mystics have, more often than not, been portrayed as healers. What of Solinari, Lunitari, and Nuitari? What is their plan for magic? Do they even have one? Magic seems to be for the "elite," those people who pass the Test and study at the Towers. For what purpose? Their researches and spells don't benefit the common folk at all. All of their acquired magic sits hoarded away in their Towers, gathering dust and being put to no good use. Wizards are just good for being mysterious, secretive, and looking down their noses at everyone. And now sorcerers come along, with the chance to spread the knowledge of primal sorcery to everyone, and the wizards want to declare war on them! How typical of those snobby, elitist mages! "Only we can have arcane magic! We must stop all others who haven't joined our little club of scholars from having it!" What grand purpose, no, what grand future is there for magic in attitudes like that? The problem is that, in Krynn's history, the power of magic once got out of control and a magical storm wreaked havoc all over Ansalon, if not the entire world. Magic isn't supposed to be for your average man. The Test is put into place to make certain that those who wield magic use it responsibly. Ambient magic is what I refer to as "everyman magic" in that any person can wield it if they have the talent. There are no gods needed. So here's where the power of magic may be spread a bit more, something the WoHS are keeping tabs on to be sure! The key thing to remember here is that every world treats magic differently. The Forgotten Realms is a good campaign setting, and a high-magic world. Magic can be found everywhere. Dragonlance sits more in contrast with this, making magic a dangerous force if not kept under control. The gods have a hand in all four types of magic, though they only have direct influence over two of them. Magic is more rare, and magic items have a real depth and history to them. Dark Sun is another world where magic can be dangerous, and the results can be seen everywhere. Defilers draw upon the force of life to fuel their spells, destroying that life in the process. Magic is a powerful force here, and more reviled than in the other D&D settings. Magic items are practically unheard of. Point is, these are three different worlds and they each have a different tone to why their magic is the way it is. You won't find Realms-style magic in Dragonlance. Likewise, you won't find Dragonlance-style magic in the Realms. The way magic is portrayed helps to give identity to each of these settings. |
#6jonesyJun 13, 2005 0:19:31 | And his Shalafi, Raistlin? That guy wouldn't even use most magic items, seeing them as crutches for the weak. For some reason everyone always gets that wrong. Fistandantilus was the one who abhorred magical trinkets, not Raistlin. |
#7darthsylverJun 13, 2005 7:26:56 | Personally I restrict my clerics in krynn in which they cannot cast any cleric spell that appears on another's deities domain list (unless it is on the clreic's deity domain). So that's right, nobdy in my krynn can cast healing except,... you gueesed it clerics of mishakel (and of course them pesky mystics with the healing domain and the occassional druid), no not even the knights can cast heling spells unless they are mystic based. I also swith the spon casting from cure\inflict spells to spells of the cleric's deity (effectively increasing the selection for clerics on spells per day). So if you need healing better find a mishakite or go to the citadel of light baby. This helps (for me) to return that feel of dragonlance clerics being more in turn with their deity and also helps explain the abudance of mishakites. Remember the mishakite is required by Mishakel to heal anyone and everyone that needs it (at a fair price if need be). |
#8DragonhelmJun 13, 2005 16:24:55 | no not even the knights can cast heling spells unless they are mystic based. I see where you're coming from, but I'd be careful with that approach. To say only clerics of Mishakal can heal would be to deny magical healing to the neutral and evil pantheons, and would even go against continuity, such as when the Sword Knights in Dragons of Summer Flame casted healing spells. |
#9darthsylverJun 13, 2005 16:41:19 | Yes this would deny healing directly from a cleric, but not from potions, rods, staves, rods, etc... Imagine temples of Mishakel being robbed for their magical healing ability. This also does not mention the fact that neutral tends to be more good than bad (most of teh time) as they tend to work together. As far as continuity goes this is not true. As discussions on Derek Crownguard (in the WoTL sourcebook) have pointed out you do not need the Knight PrC to have been a knight, so therefore you could have had clerics of mishakel who were knights that believed more in healing the community of corruption, rather than glorified fighters of war. |
#10wolf72Jun 13, 2005 19:18:38 | speaking of Magic ... how do TPTB plan on addressing the Cha'asi? ... (or would that break some sort of NDA, if there is one for this yet) |
#11cam_banksJun 13, 2005 19:33:52 | speaking of Magic ... how do TPTB plan on addressing the Cha'asi? ... (or would that break some sort of NDA, if there is one for this yet) Taladas (and points west... er, east) are an issue unto themselves. While they're Dragonlance, they're also something of an exercise in stretching the boundaries of what that means, so there's bound to be some envelope pushing going on there. Moon-thieves and all. Cheers, Cam |
#12zombiegleemaxJun 13, 2005 19:35:03 | I found that meassure really extreme, evil clerics CAN heal too, in fact Kitiara once requestea a cleric in Time of the Twins (or the second novel can´t recall right now). I think every DM can build his own DL flavor the his campaign, but in this case i do not agree. Leaving evil clerics with out healing magic simply breaks the balance. This spell is basic to a cleric but in a setting like DL it becomes quite valuable and it's THE way people believe in the gods and the way priests get adepts and followers. |
#13darthsylverJun 13, 2005 21:59:16 | While I understand what you are saying I am not sure you are getting the whole picture. First let me list the books I typically use in my campaign: PHB, DMG, MonMan, DLCS, WoTL, AoM, BoK, ToHS, the entire Complete Line (Complete Arcane, Divine, Adventurer, & Warrior), Miniatures Handbook, Draconomicon, Book of Exalted Deeds, Book of Vile Darkness, as well as a vast collection of Dragon magazine. Now let's talk about exactly what is being restricted as far as healing Cure Light, Cure Moderate, Cure Critical, Cure Serious, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, Mass Heal. Regenerate appears on the Transmutation Domain list - Mystic only Heal appears on the Restoration Domain list - Mystic only Here is a list of spells that are healing spells. Not all necesarily restore Hp, but they all heal some health problem in some way. These spells do not appear on any domains for the deities of krynn so they are fair game to all clerics (not considering alignment conflicts) PHB Death Knell (Clr2) kill other to heal yourself Delay Poison (Clr2) Gentle Repose (Clr2) Lesser Restoration (Clr2) Remove Blindness\Deafness (Clr3) Remove Disease (Clr3) Neutralize poison (Clr4) Restoration (Clr4) Raise Dead (Clr5) Cure Moderate Wounds, Mass (Clr6) Cure Serious Wounds, Mass (Clr7) Restoration, Greater (Clr7) Resurrection (Clr7) WoTL Healing Hand (Clr2) pg. 47 Complete Divine Vigor, Lesser (Clr1) Vigor (Clr3) Vigor, Lesser, Mass (Clr3) Vigor, Greater (Clr5) Vigorous Circle (Clr6) Miniatures Close Wounds (Clr3) Panacea (Clr4) Revivify (Clr5) Book of Exalted Deeds Estanna’s Stew (Clr2) Ease Pain (Clr2) Remove Addiction (clr2) Heart’s Ease (Clr3) Remove Nausea (Clr3) Blood of the Matyr (Clr4) Remove Fatigue (Clr4) Convert Wand (Clr5) changes any wand into a healing wand Energetic Healing (Clr5) Book of Vile Darkness Slow Consumption (Clr1) Suspend Disease (Clr1) This list does not take into account the numerous healing spells in the dragon magazines. So as you can see evil & neutral clerics are not flat-out denied healing spells, just the more commonly known ones that are far too-easily overused. I mean whenever you have a cleric in the party good, neutral or evil, the first thing you think of is "HEALING", even though this guy might be more adept at dealing out damage, or disease or maybe he is even more knowledgeable than the mage walking around in the party. The cleric effectively gets turned into a walking band-aid. I can understand your hesitation with this solution but it truly forces the character to think before they leap, to explore their cleric more than usual and it can be more interesting in the long run. It is also a good way (for me at least) to keep the number of magic items in the party at a lower level as they tend to spend more on healing magics that they would normally do it. It also allows them to be more prepared when facing enemies. I mean if you know you are going up against a temple of Morgion they will more likely have disease ridden spells ready and you do not have to worry about the enemy being constantly healed. Besides it is kind of fun when the party decides to raid a dragon's lair and when the dragon they expected to be gone suddenly appears and they realize that the closest healer is almost 2 hours away. Now you really see who can outrun who. :D :D :D Besides I am also anticipating the Holy Orders having some interesting healing spells as well. Speaking of a walking band-aid try this on for size. Bottle of Feel-Good Feelings This metal whisky flask heals 1 point of damage whenever someone evens takes so much as a sip from it. The flask must contain some liquid that a person would normally consume: Ale, Water, Etc… Caster Level: 1st Prerequisites: Craft Wondrous Item, Cure Minor Wounds Market Value: 2000 Gp It would actually be worth more than that to a person, but according to the DMG that is what it would cost to create the item, as the spell used is a 0-level spell. And all you need to be is a 3rd level caster with the craft wondrous item feat and 1000 steel, and you would be good to go. (especially as 0-level spells on not on any domain list). Think of creative ways to use those 0-level spells. Make a braclet that has a permanent, non-limited use per day for cure minor wounds and you have a bracelet that will heal a person fairly quickly (during noncombat conditions of course) but you effectively just gave him regenerate 1 (Heal 1 hp per round) as long as he wears the bracelet. Find and use those cracks in the system of Magic item creation. :D :D :D :D My Players have, or at least they try. |
#14true_blueJun 14, 2005 11:53:13 | heh, I let even Evil Clerics swap out spells for cure spells. First of all, my Dragonlance group is half evil, half neutral, so if one of them wanted to play a cleric, it's nice for them to still get healing. Second, I personally find that evil clerics get hosed with the Inflict spells. When you are 5th level, an Inflict Serious wounds isn't such a bad spell, but as you raise in level, Inflict spells are all but useless except for healing any undead you control. Its annoying.. and I just dont like the fact that an evil cleric cant heal as much as a good cleric. I know, its all about positive energy/negative enrgy.. but to me the ability comes from the cleric's god, not the energy that is used. I still have good clerics turn undead and evil clerics commond/rebuke. I dunno, I can understand why people want to restrict clerics more so that they all arent the same. Personally, I've looked over many different variants and none of them do what i think should be done. Personally I hope to see Spheres make a come back when a new edition of D&D comes out. I liked in 2nd edition how each spell was in a sphere, and depending upon which deity you add, you could pick the spells that went along with that deity. I'd still allow the swapping out of any spell for a cure wounds spell, but reserve spells like regeneration and other "healing" spells for people who could have spells from the Healing sphere or whatever. *shrug* I've seen many people who abhore the thought of an evil cleric getting the same ability as a good cleric to swap out spells for cure spells, but to me it only makes sense. Come on... inflict spells suck as you gain in level, while the cure spells are very neat to have, no matter what. |
#15wolf72Jun 14, 2005 12:21:15 | Taladas (and points west... er, east) are an issue unto themselves. While they're Dragonlance, they're also something of an exercise in stretching the boundaries of what that means, so there's bound to be some envelope pushing going on there. I smell a new core class (for the Cha'asi) ... some sort of sorceror/mystic combo with it's own spell list. of course I could be smelling today's lunch ... no guarantee's on anything :D (I just perused my Time of the Dragon boxed set to check on the new novel's moon-thief ... and didn't find anything (I didn't look that hard either)) |
#16darthsylverJun 15, 2005 11:58:47 | Giving consideration to what has been said I think that I am going to change things a little. The only change I will have is in regards to spontaneous casting. So the Cleric class will look like the following: Cleric Class Rule Information Alignment: Depends on deity (see deities of krynn DLCS pg 121-134.). Hit Dice: D8 Class Skills Concentration, Craft, Diplomacy, Heal, Knowledge (arcane), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft. Clerics may gain additional class skills based on their chosen domains granted by their deity. Skill Points at First Level: (2 + Int Mod) x4 Skill Points at Each Additional Level: 2 + Int Mod No change to the class chart Class Features All of the following are class features of the Cleric. Weapon and Armor Proficiency: All Simple weapons, all armors and shields (except tower shields). Spells: Ability to prepare and cast divine spells. The Cleric must have a Wisdom score equal to 10 + the level of the spell. The DC for the saving throw versus a cleric spell is 10 + the cleric’s Wis mod. A cleric’s caster level is equal to the Cleric’s class level. Domains: Clerics gain additional powers based upon their chosen domains that are allowed or granted by their deity. The cleric gains one granted power for each domain they have access to and are allowed to prepare their additonal spell (as depicted in the table by +1), from any domain they have access to. Spontaneous casting: Clerics are allowed to sacrifice any prepared spell (including domain spells), in order to cast a spell of equal or lower level from domains allowed by their deity. (This replaces the normal spontaneous casting ability described in the Player’s Handbook. This also allows a cleric to sacrifice one domain spell in order to cast a spell from the other domain available to them. This is to depict the closer relationship clerics have with their deity in Krynn.) Alignment spells: Clerics cannot cast spells of an alignment opposed to their own. A good cleric cannot cast an evil spell, a lawful cleric cannot cast a chaos spell. Turn\Rebuke Undead: All clerics regardless of alignment have the ability to affect undead in some way. Clerics of a good alignment, or who follow good deities Turn undead; clerics of an evil alignment or who follow evil deities Rebuke undead; clerics of a neutral alignment who follow neutral deities must choose to either Turn or Rebuke. Once this choice is made it cannot be changed. Therefore this still grants healing to all but brings the spontaneous healing closer to Clerics of mishakel. |
#17zombiegleemaxJun 24, 2005 17:48:29 | Forgive me for changing the subject so abruptly, but what has happened to all the dragons. The Overlords are all dead, and they pretty much cannibalized most of their own species to become Overlords. I stopped reading the novels after the War of Souls trilogy, so I could be wrong about this all, but are there any dragons left at all now on Krynn? |
#18zombiegleemaxJun 24, 2005 23:14:06 | Originally posted by Archmage Actually, in the very first Dragonlance book ever, Verminaard does a pretty good job of whipping on the companions with his clerical abilities. Not to mention the the Knights of the Skull. I think the problem is that for a long time in Dragonlance there were no Clerics at all. In that situation what are the people going to miss the most. Mages can do pretty much everything Clerics can do, except for healing. |
#19TenzhiJun 25, 2005 4:23:03 | Actually... Mythals, Netherese magic, Elven high Magic, etc. are all various reasons I refer to the Forgotten Realms as the Best-Left-Forgotten Realms. |
#20darthsylverJun 25, 2005 11:21:50 | Personally I would think that writers tend to shy away from any story (even a fantasy based one) that has to do with religion and that this is one reason why very few stories are written on this subject. This is the reason that religion is most often portrayed as the first aid of the RPG world. And then of course you have the argument put forth by Baph methis in that for a huge amount of Krynn's history, clerics were absent from the world (unlike wizards). Now that the gods have returned and their power is threathend (by the arrival of Mystics) I believe we will see alot more stories that depict the gods trying to restablish their power. Remember even after the War of the Lance divine magic still sat squarely in the perview of the gods so they could afford to take their time reintroducing themselves to the world, now they can't afford to take their time. Heck, one of the first novels (Amber and ashes) even has one god (from what I haver heard, have the book, have'nt gotten aroound to reading it yet. Still stuck in the pre WoTS books) attempting to usurp the power of another god. |
#21zombiegleemaxJun 25, 2005 14:44:44 | But there's always been one thing that put me off about Krynn as a campaign setting. Different strokes... I'm not a power gamer and can't tolerate the FR as it is the quintessential power gamer setting (though I am sure there are many DMs who do not run it as one; nevertheless, a power gamer setting is what it is designed to be). The same reason you dislike Krynn is why I could never play FR and prefer DragonLance or Birthright. |
#22darthsylverJun 25, 2005 20:02:06 | Quote by ArchmageThe fact that, Krynn, compared to Toril, the world of the Forgotten Realms setting, is a magical backwater. So Archmage let me put this question to you. You say that Krynn is a magical backwater compared to Toril because it does not have as varied types of magic as to Faerun (This is of course forgetting about Bards-that get their power from only the Gods know where, the different types of magic used on Taladas, and of course Sorcerors who are chaos users), so would use consider any other world that does not have as many different types of magic as FR to be a backwater? What about Greyhawk, Dark Sun, Eberron (never played that one though), Spelljamming and Ravenloft? Heck using your terms every setting is a backwater in terms of Psionic power compared to Dark Sun. Now let's forget about all these arguements about what is and what is not a backwater or a magical black hole. If you do not like DL so much why come over these boards to complain? Are you actually seeking an answer? Would you consider playing in DL once we explain it to you and it is completely different from FR? If not, it is kind of like going to a Taco Bell and asking why their food does'nt taste like McDonald's and flat out saying you won't try it. Regardless of the specifics of each setting, DL is just as different from FR as RL is from DS for a reason, not everybody likes chicken!!! Taco Bell will rule all other restaurants by the way (watch the movie Demolition Man if you don't know what I am talking about). :D :D :D :D Besides I thought the Netherese were dead and gone? Just like elven High Magic is a lost art? Guess I got some catching up to do. |
#23ferratusJun 25, 2005 21:08:51 | Well, the Netherese are back, since a floating citadel managed to escape into the plane of shadow before it hit the ground. The Netherese are a little changed though, since they are users of the Shadow Weave. I don't think we can say that Dragonlance is any more or less of a magical setting than the Forgotten Realms anymore. Before the Orders of High Sorcery kept a tight lid on magic, but since the introduction of 5th Age sorcery well... anything goes. After all, it is wild magic. What I would do to harmonize this would be instead to have Moon magic and wild sorcery merge. The 5th Agers care about the casting spells on the fly game mechanics, the 4th Agers care about the mystery and ambience of the Order of High Sorcery itself. Since there are no new rules for casting High Sorcery magic in fan culture, and no new organizations of sorcerers in the fan culture... I really think this would satisfy everyone. Make for a much cleaner and less confusing setting as well. We can call it the "Grand Epiphany", where the Gods of Magic absorbed/embrace (and are changed by) wild sorcery. That would solve a whole bunch of problems. |
#24darthsylverJun 26, 2005 15:50:09 | Well that would make sense seeing as how it was they who first introduced wild sorcery with the Dragon Stones (gems, whatever...) used to end the dragon war so way back. |
#25ambuJun 27, 2005 9:25:35 | To me, playing DL and playing D&D is the same thing. I started with the world of DL and loved the trilogies that accompanied it. I am, by far, a DL fan. However, I always thought that the rules of Dl were sorely lacking in many respects and one fo them was the Wizards of High Sorcery, even before the new trilogies came out. Why one must be specialist to join a specific Order? Would it be more fun to have an ethical than a mechanical restriction? Who though of the PrC? It was I believe baly written. At least the Knights of Solamnia are much better now.... |
#26cam_banksJun 27, 2005 9:35:10 | However, I always thought that the rules of Dl were sorely lacking in many respects and one fo them was the Wizards of High Sorcery, even before the new trilogies came out. Why one must be specialist to join a specific Order? Would it be more fun to have an ethical than a mechanical restriction? Who though of the PrC? It was I believe baly written. At least the Knights of Solamnia are much better now.... The specialist requirement has been corrected in the revised version of the class which appears in Towers of High Sorcery and (in part) the Age of Mortals campaign sourcebook. All Sovereign Press products work under the assumption that being a specialist wizard is an option, not a prerequisite. Cheers, Cam |
#27NivedJun 27, 2005 10:10:16 | You know, I never understood the belief that magic is so rare in dragonlance. I'll give a for instance. The Companions, the heroes of the lance, 5th level characters or thereabouts at the begining of their adventures each had some sort of magical item on them. Be it a +1 sword or the like. At 5th level. Yet the Companions (who were expirienced mercenaries) were suposed to be somewhat typical 'adventurers' at the begining of the War of the Lance they weren't 'special' yet. So I really don't have any problems tossing magic items into my Dragonlance game. Magic may not be as all encompasing (Forgotten Realms) or seemingly mundane (Eberron), but its around, left here and there. If anything in my mind Dragonlance is what magic should be in D&D and the core rules of GP value in gear (including magic items) is fine to express the amount of magic in Dragonlance. Forgotten Realms in my expirience if anything goes far overboard. Dragonlance isn't backwater, it's water is right where it should be, Forgotten Realms is flooded. |
#28DragonhelmJun 27, 2005 10:20:49 | So Archmage let me put this question to you. You say that Krynn is a magical backwater compared to Toril because it does have as varied types of magic as to Faerun... As I mentioned above, there are four broad categories of magic. How one applies that individual study can be interesting in itself. Take Towers of High Sorcery for example. The prestige classes provide a number of new ways to apply magic (i.e. arcane nature magic, cold magic, etc.). You want gem magic? Just say that you draw your power from Wild Sorcery (specifically the realm of Enhancement) and that you imbue gems with the wild magic of Krynn. Same with rune magic. And these are not absolutes, just a couple of examples. You could do the same with High Sorcery. Point is, there are four broad types of magic, but how they are applied can vary greatly. What about Greyhawk, Dark Sun, Eberron (never played that one though), Spelljamming and Ravenloft? Spelljammer should theoretically be the ultimate repository for magic, drawing upon elements from every world. This assumes that the laws of magic apply beyond the worlds from which they derive. Heck using your terms every setting is a backwater in terms of Psionic power compared to Dark Sun. :D Taco Bell will rule all other restaurants by the way (watch the movie Demolition Man if you don't know what I am talking about). :D :D :D :D You obviously haven't tried KC-style BBQ. ;) |
#29darthsylverJun 27, 2005 17:46:53 | Posted by DragonhelmYou obviously haven't tried KC-style BBQ. ;) Actually I have, Bleaahh. |
#30DragonhelmJun 27, 2005 17:51:51 | Actually I have, Bleaahh. You wound me, Darth! :D As if Taco Bell could ever be greater than slow-cooked smoked meat with BBQ sauce... ;) |
#31cam_banksJun 27, 2005 19:50:37 | As if Taco Bell could ever be greater than slow-cooked smoked meat with BBQ sauce... ;) Maybe Taco Bell couldn't, but Carolina BBQ will always beat the KC stuff for me, hands down. Besides, you're biased. You're a KC area native! The secret to Taco Bell dominating the future is Mad Cow disease. See, when all the steak and BBQ joints are closed, Taco Bell will still be open, since they don't use real beef. Wait. Did I say that? Cheers, Cam |
#32daedavias_dupJun 27, 2005 21:04:30 | The secret to Taco Bell dominating the future is Mad Cow disease. See, when all the steak and BBQ joints are closed, Taco Bell will still be open, since they don't use real beef. In reality, it is only one grade better than dog food. Honest to God truth. From the way things are going, settings that tend to have magic remain a arcane and mysterious power, such as DL and Eberron, are pulling into the spotlight more, while Forgotten Realms is slowly falling apart. Wizards seems more apt to produce products for Eberron now than FR. The fans are speaking up. Two years ago Wizards answered us in the form of the DLCS, and then again a year later in the form of Eberron. People want magic to remain secretive and an artform. If everyone can paint Van Gogh's and Da Vinci's, then painting is no longer an art, the same goes for magic. I know that is overstating the magical potential of FR, but one has to admit that magic sure as heck isn't secretive or artsy there anymore. |
#33darthsylverJun 28, 2005 8:44:53 | One good thing I will say for FR, is the Drizzt companions. Not a single person in Drizzt inner circle is actually a spellcaster of any kind (unless you count Drizzt few Spell-Like abilities). If these guys need spellcasting they outsource. And Taco Bell will rule the earth and everyone will becomes dogs, so there. |