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DragonLance Setting Conversion


TheQuestionMan

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Hello Folks , I'm looking to run an Fantasy Campaign and several of my players have expressed an interest in The DragonLance setting . I'm looking for Conversions or Creations . Ideas on introducing the Gods and the major Weapons and Items in HERO mechanics .

 

They've only read the Novels (a bonus) and some of the source books .

 

The Timeline will be set during the HEROes of the Lance .

 

Looking forward to your input .

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Off the top of my head:

 

Draconians: Maybe you can use lizard men to approximate them. I remember most of them had wings, but I don't recall them ever flying. I haven't read the books in a while. They also have special effects when they die. Some turn to stone; others explode. I'll get back to you with all the details when I find my books.

 

Kender: They should have the Psychological Limitation kleptomaniac. They are also fearless (maybe a 20-pt. psy lim or Aid to PRE, only to negate fear effects) and have the ability to taunt people (Aid to PRE or Mind Control, only to anger others in both cases). They also have a Repution disad for all the above.

 

Gnomes: These guys fancy themselves inventors; however, all their creations invariably malfunction. They also have ridiculously long names and speak a mile a minute.

 

Gully Dwarves: -5 (at least) to INT and PRE. They can't count higher than two. They have very bad table manners. The very fact that one is a gully dwarf should count as a social limitation.

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Guest zarglif69

RRRRRGH!!! Dragonlance is just a product of D&D!!!! This is the same as trying to play D&D with HERO!!! If you're going to play D&D, play D&D!!! you don't have to use HERO to do it!!!

 

edit: good race ideas, though

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If you click on "Hero Links" at the top of this page, then "Fantasy Hero Links," you can access a couple of websites which should be able to help you. Killer Shrike's "High Fantasy Hero" has pretty extensive notes on how to do "D&D style" fantasy campaigns using the HERO System, including guidelines for converting characters directly into HERO. You might also find Will Mistretta's "Forgotten Realms Hero" website useful; although geared to that setting, he has good character Package Deals for various races which you could use as guides and inspirations.

 

If you're interested in classic D&D monsters, Michael Surbrook has several written up on his diverse website, "Surbrook's Stuff" - you can find them at http://www.devermore.net/surbrook/adaptionscreatures/creatures.html .

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Thanx for the plug LL. Heres a direct link: http://www.killershrike.com

 

And here's a link directly to the 3e Conversion document:

http://www.killershrike.com/FantasyHERO/Conversion3e/conversion3e.shtml

 

I never played in Dragonlance; I read the first trilogy and was not impressed. However, a tinker gnome and a kender package would be easy enough to do if you post up the essentials of their write ups in the Dragonlance source for me.

 

As far as the "classes", i recall that there was something odd about the red/black wizard shtick, but can't recall the details. Ill ask one of my players who used to play in a DL campaign many moons ago.

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(also sent in reply to KS's email)

 

Here's the best explanations I can find on the gods and the moons (from the Dragonlance Nexus http://dl3e.com)...

 

The Higher Powers

 

High God

All-Father/All-Mother

Symbols: A budding seed, a lump of clay, a pair of oddly shaped dice.

Colors: White

Alignment: LG

Portfolio: Creation, Good, Justice.

Domains: N/A

Other Names: The One, One-Who-Was-Many

There always has been and always will be the High God. The High God spoke the world into existence, and created the gods to carry out the plan of creation, which he placed within the Tobril and entrusted to Gilean. The High God rarely involves himself in the affairs of the world of Krynn. The last known instance of this was the original downfall of Ionthas prior to his entrapment in the Greygem.

 

Ionthas (Chaos)

The Father of All and of Nothing

Symbols: Greygem

Colors: Fiery red and ash grey

Alignment: Chaotic Evil

Portfolio: Chaos, Madness, Pride

Domains: N/A

Other Names: Himself, Io.

Next to the High God is Ionthas, who would later be known as Chaos. The High God entrusted Ionthas and the other gods with the shaping of the world. However, Ionthas grew proud and haughty, finally deviating from the Tobril and declaring himself the High God's heir and supplanter. Ionthas seeks to undo all that has been done, and to destroy the entirety of creation.

 

The Gods of Light

 

Paladine

The Dragon's Lord

Symbols: Platinum Dragon, a silver triangle, also a pine tree (Elves) or anvil (Dwarves).

Colors: Silver and white.

Alignment: LG

Portfolio: Metallic dragons, charity, paladins, Knights of the Rose, order, hope, elves, light, rulership, and guardianship.

Domains: Good, Law, Protection, Sun

Other Names: Bahamut, Bah'Mut, Celestial Paladin, Draco Paladin, Dragonlord, E'li, Fizban the Fabulous, the Great Dragon, the Platinum Dragon, Skyblade, Thak the Hammer, Valthonis.

Greatest amongst the gods of good is Paladine, the Platinum Dragon. As the patron deity of the Gods of Light, Paladine strives to bring about the will of the High God, as described in the Tobril, while also protecting the innocent. Paladine was appointed co-regent of the world of Krynn by the High God. In the recent War of Souls, Paladine sacrificed his godhood, so that Takhisis may be stripped of hers and the balance be maintained. Paladine is now known as the elf Valthonis.

 

Mishakal

Healing Hand

Symbols: Blue infinity symbol

Colors: Sky blue

Alignment: NG

Portfolio: Beauty, blessing, fertility, healing, hope, life, knowledge, mercy, silver dragons

Domains: Good, Healing, Knowledge, Protection

Other Names: Ka-Mel-Sha, Healer in the Home, Mesalax, Meshal, Mishas, Quenesti Pah, Quen Illumini, Skymistress, the Blue Lady, Empress, Bearer of Light, Light Bringer.

Mishakal is consort to Paladine and exemplifies hope and mercy. Mishakal comforts those who need aid, whether in body, mind, or spirit. Mishakal weeps for the loss of Paladine's godhood, but seeks to repair the harm caused by the theft of Krynn at the hands of Takhisis. She has recently made the Citadel of Light the first of her new temples in the post-War of Souls world.

 

Majere

Master of Mind

Symbols: Copper spider, Single Rose, Mantis

Colors: Copper and red

Alignment: LG

Portfolio: Diligence, faith, gold dragons, loyalty, monks, mystics, thought

Domains: Animal, Good, Knowledge

Other Names: Manthus, Mantis of the Rose, Matheri, Nadir the Dreamsender.

Majere serves as Paladine's advisor. It is said that his understanding of the High God's plan as presented in the Tobril surpasses even that of Gilean. Majere teaches the path of self-enlightenment, bringing amongst his followers many monks and mystics.

 

Kiri-Jolith

Sword of Justice

Symbols: A bison's horn, horned battle axe.

Colors: Brown and white.

Alignment: LG

Portfolio: Battle, copper dragons, courage, heroism, justice, war, minotaurs, paladins, Knights of the Sword.

Domains: Law, Protection, Strength, War

Other Names: Corij, Kijo the Blade, Jolith, Qu'an the Warrior, Emperor.

Kiri-Jolith pursues justice with a fierce passion. He is the god of holy warfare, although war is always fought for a righteous cause and to protect the innocent. Amongst his followers are the Knights of the Sword, paladins, and a growing number of minotaurs. Kiri-Jolith is alarmed at the minotaur invasion of Silvanesti, and seeks ways of righting that wrong. As always, Kiri-Jolith stands against Sargonnas, his rival.

 

Habbakuk

Fisher King

Symbols: Blue Phoenix

Colors: Deep blue and white.

Alignment: NG

Portfolio: Animal life, bronze dragons, creation, passion, sea, temperance, rangers, Knights of the Crown.

Domains: Animal, Protection, Travel, Water

Other Names: The Blue Phoenix, Skylord, Sea Lord.

Habbakuk is the twin brother of Kiri-Jolith, and is a champion of nature. Habbakuk also serves as the patron for the Knights of the Crown, although his followers also include rangers.

 

Branchala

Song of Life

Symbols: Bard's Harp or Silver Flute

Colors: Yellow and green

Alignment: NG

Portfolio: Bards, beauty, brass dragons, courage, creativity, elves, forests, kender, music.

Domains: Good, Knowledge, Luck, Plant

Other Names: Songmaster, Astra, Astarin, Bran, Gardener, Bardilun.

Branchala is the patron deity of bards, inspiring art and creativity throughout the world. Elves and kender are amongst those who follow the path of Branchala.

 

Solinari

Mighty Hand

Symbols: White circle or sphere.

Colors: White or silver.

Alignment: LG

Portfolio: Divination, white magic, wisdom

Domains: None.

Other Names: Solin, Solintari, White-Eye, God's Eye, Ivory Disk, Beacon.

Solinari is the patron deity of the Wizards of the White Robes, and promotes the study of arcane magic. Unlike the other gods of good, Solinari takes no clerics. Instead, White Robed Wizards study the paths and teachings of Solinari in hopes to gain greater understanding of arcane magic.

 

The Gods of Twilight

 

Gilean

Void

Symbols: An open book

Colors: Gray

Alignment: True Neutral

Portfolio: Sages, knowledge, history, learning, free will

Domains: Knowledge, Luck, Magic, Protection

Other Names: Gilead the Book, Void, the Sage, Observer, Keeper of the Tobril, the Gate of Souls.

Gilean stands as the patron deity for the gods of neutrality, and is the caretaker for the Tobril, in which is the High God's plan for the world of Krynn. Gilean is cold and passionless, and stands as an observer only.

 

Reorx

Forge

Symbols: Forging hammer

Colors: Slate gray and red

Alignment: True Neutral

Portfolio: Dwarves, gnomes, kender, weapons, technology

Domains: Earth, Fire, Luck, Strength

Other Names: Anvil, the Weaponmaster, Lord of the Earth.

Reorx is patron of craftsmen, and is patron to dwarves, gnomes, and kender. Dwarves claim that Reorx forged the world from Chaos. Reorx is credited with the crafting of the Greygem, in which was imprisoned Ionthas, who was later known as Chaos.

 

Chislev

The Beast

Symbols: A feather of brown, yellow and green

Colors: Brown, yellow and green

Alignment: True Neutral

Portfolio: Nature, the wilds, beasts, druids.

Domains: Animal, Earth, Plant, Water

Other Names: Feathered Cleric, Wild One, the Wilds, Lady of the Woods.

Chislev is nature incarnate. She concerns herself with the beasts and vegetation of the world of Krynn. Chislev is the patron of druids, who champion the natural world.

 

Zivilyn

Tree of Life

Symbols: A great green and gold tree.

Colors: Green and gold.

Alignment: True Neutral

Portfolio: Wisdom, insight, time, mystics.

Domains: Death, Law, Knowledge, Plant

Other Names: World Tree, Wise One, Seeker of Wisdom

Zivilyn is aide to Gilean and companion to Chislev. Unlike Gilean, who pursues fact, Zivilyn teaches mortals to look for knowledge from within. Some mystics follow the path of Zivilyn.

 

Sirrion

Flowing Flame

Symbols: Multi-Colored Fire

Colors: Bright Reds and Yellows

Alignment: True Neutral

Portfolio: Alchemists, flame, natural power, change, transformation

Domains: Chaos, Fire, Healing, Luck

Other Names: Firemaster, the Alchemist, the Wizard, Master of Flame.

Sirrion is primarily concerned with the path of fire. Many sorcerers who are proficient in Pyromancy revere Sirrion. Sirrion is also a champion of the path of alchemy.

Shinare

 

Winged Victory

Symbols: Griffon, griffon's wing.

Colors: Gold, silver and brown

Alignment: True Neutral

Portfolio: Merchants, wealth, industry, freedom, commerce

Domains: Earth, Luck, Protection, Travel

Other Names: Winged One, Silver Master, Walking Liberty, Balance of the Scales

Shinare is the goddess of industry and commerce, pursuing the path of the merchant. Shinare seeks to help rebuild the continent of Ansalon, after the ravages caused to it during the time when Takhisis stole the world.

 

Lunitari

Veiled Maiden

Symbols: Red circle or sphere

Colors: Red or Magenta

Alignment: True Neutral

Portfolio: Neutral magic, illusions

Domains: None.

Other Names: Luin, Luni, Red-Eye, Night Candle, Maid of Illusion, Lady of the Crimson Moon, Red Sorceress.

Lunitari is the patron deity of the Wizards of the Red Robes, and promotes the study of arcane magic, especially illusions. Unlike the other gods of neutrality, Lunitari takes no clerics. Instead, Red Robed Wizards study the paths and teachings of Lunitari in hopes to gain greater understanding of arcane magic.

 

The Gods of Darkness

 

Takhisis

Queen of Darkness

Symbols: Chromatic Dragon, Black Crescent.

Colors: Black and iridescent black

Alignment: LE

Portfolio: Corruption, chromatic dragons, pride, lust, blackguards, Knights of Takhisis, ogres, hatred, tyranny, intrigue

Domains: Destruction, Evil, Law, Trickery

Other Names: Draco Cerebus, Tiamat, Tii'Mhut, Dragon Queen, She of Many Faces, Mai-tat, Nilat the Corrupter, Tamex the False Metal, Lady Chaos, Darklady, Mwarg, the One God, Shadow Sorcerer, Dragon of All Colors and of None.

Takhisis is the patron deity of the Gods of Darkness, and serves as the ultimate source of evil on the world of Krynn. Ultimate conquest and power are the goals of Takhisis, and she seeks the destruction of all the other gods, especially her rival Paladine. Takhisis finds great pleasure in the corruption of the righteous, and finds extreme pleasure in turning paladins against Paladine, turning them into Blackguards. Takhisis organized the release of Chaos from the Greygem, and in the battle against him, she stole the world to another point in space and time. During the War of Souls, she used the souls of the dead to steal magic for her, so that she may enter the world. After the gods discovered where she had taken Krynn, she was punished by being made mortal. She was killed by the elf Silvanoshei.

 

Sargonnas

Dark Vengeance

Symbols: Red Condor

Colors: Red and Black

Alignment: LE

Portfolio: Blue Dragons, wrath, war, evil monks and warriors, vengeance, destruction, intrigue, volcanoes, destructive fire, minotaurs

Domains: Destruction, Fire, Law, War

Other Names: Argon, The Firebringer, Misal-Lasim, Gonnas the Willfull, Sargonx the Bender, Kinthalas, Kinis, Sargas

Sargonnas the Vengeful is consort to Takhisis, and stands as the god of war, wrath, and vengeance. Sargonnas is the only god of evil to know of honor, but it is an honor filled with harsh punishment for the lightest of offenses. The minotaurs stand as Sargonnas' favored followers, and he supports them as they begin their conquest of Ansalon.

 

Morgion

Black Wind

Symbols: A hood with two red eyes

Colors: Deep Brown and Black

Alignment: NE

Portfolio: Green dragons, envy, disease, decay, plague, weakness, plotting

Domains: Air, Destruction, Evil, Knowledge

Other Names: Morgion of the Dark Brotherhood, Master of the Bronze Tower, H'rar, Gormion, Morgi, Morgax the Rustlord, Pestilence, Plague, Anthrax Goatlord, Anthraxus, Spreader of Disease.

Morgion the Seething dwells alone in his Bronze Tower. Morgion stands as the representation of plague, pestilence, and decay. During the Time of Darkness following the Cataclysm, Morgion worked his darkness in the world, despite the fact that the other gods were not allowed to interfere. However, he was found out, and Ansalon began to heal. Morgion sees the post-War of Souls time period as an opportunity to further destroy an already ravaged land.

 

Chemosh

Lord of Death

Symbols: Yellow skull

Colors: Black and sickly yellow.

Alignment: LE

Portfolio: White dragons, sloth, death, the undead, sloth, false redemption, nemesis

Domains: Death, Evil, Law, Trickery

Other Names: Aeleth, Dron of the Deep, Chemos Jotun, Khemax, Lifebane, Orkrust, Orcus, Lord of the Undead, Prince of Bone.

Chemosh is the embodiment of undeath, festering it wherever he can. The Prince of Bone takes special delight in the corruption of what was once a living, breathing person. He enjoys seeing a soul tortured, knowing he cannot move on to the next stage of the Progression of Souls.

 

Zeboim

Darkling Sea

Symbols: Dragon Turtle, Turtle Shell Pattern

Colors: Green and Red

Alignment: CE

Portfolio: Black dragons, gluttony, evil and destructive nature, sea, storms, tempest, weather, jealousy

Domains: Animal, Chaos, Death, Water

Other Names: Dragon Turtle, Rann, Zyr, Zebir Jotun, Maelstrom, Lady of Tempests.

Zeboim represents the dark side of nature, taking delight in its destructive power. Her favorite part of nature is the raging storm and the power of the seas. Some say that Zeboim is the mother of Ariakan, founder of the Knights of Takhisis. It is said by some that she still favors the organization, in honor of her lost son.

 

Hiddukel

Prince of Lies

Symbols: Broken Merchant Scales

Colors: Red and Bone

Alignment: CE

Portfolio: Red dragons, avarice, evil business practices (slavery, smuggling), damned spirits, greed, slavery, betrayal, lies

Domains: Evil, Luck, Travel, Trickery

Other Names: Demon Merchant, Betrayer, Usk-Do, Hitax the Flaw, M'Fistos, Prince of Tarnished Gold, Duke of Hell.

Hiddukel is the Prince of Lies and deceit amongst the evil deities, and is honored by thieves and corrupt merchants. He works his lies towards his favor, always working behind the shadows. Hiddukel is most pleased by the outcome of the War of Souls, as it was his supposed support of the Balance, which helped to tip the scales towards his favor. The end result was the very death of the Queen of Darkness, who had held him back all these years.

 

Nuitari

Devouring Dark

Symbols: Black circle or sphere

Colors: Black

Alignment: LE

Portfolio: Black magic, vanity, necromancy

Domains: None.

Other Names: Nightreaver, Darkness, Black Hand, Ungod, Master of the Dark Moon, Black Wizard.

Nuitari is the patron deity of the Wizards of the Black Robes, and promotes the study of arcane magic. Unlike the other gods of evil, Nuitari takes no clerics. Instead, Black Robed Wizards study the paths and teachings of Nuitari in hopes to gain greater understanding of arcane magic.

 

 

------------------------------------

The Moons of Magic

The Moons of Magic are the means by which Wizards draw their power in Krynn. From the resplendent Solinari to the mysterious and sinister Nuitari, they are very much engrained on the consciousness of Krynn's inhabitants as the sole arbiters of wizardly might and a potent symbol of the power of magic. As they complete their journey though the celestial heavens, arcane power waxes and wanes to the benefit or detriment of those that wield it. Most feared of all by the common folk is the dreaded night of the eye, when the three moons align and magic functions at its peek throughout Krynn.

 

The Nature of the Moons

 

Each of the Moons of Magic has very different characteristics and emphasise different aspects of magic. These can be summarised as follows.

Solinari

 

Solinari is the largest of the three Moons and appears as a great silver orb in the night sky that sheds a brilliant crystal clear light when it is prominent in the heavens. Magic drawn from Solinari is often seen as good aligned magic and wizards who draw power from Solinari often seek to use magic to promote the cause of good, acting in accordance with the grand order that the Gods have mapped out for Krynn. Solinari's cycle is the longest of the three moons of magic, lasting for 36 days with each lunar phase 9 days long.

Lunitari

 

Lunitari is the second largest of Krynn's moons and appears in the night sky as a startling red orb. Depending on the whether Lunitari is waxing or waning its hue can change from a bright scintillating red to a faintly sinister blood red. Magic drawn from Lunitari is often seen as being aligned generally with the cause of Neutrality. Wizards who follow the path of Lunitari realise that there is a balance to be drawn between the ordered nature of Solinari and the destructive nature of Nuitari. Lunitari's lunar cycle takes 28 days to complete with each lunar phase lasting 7 days.

Nuitari

 

The smallest of the three moons Nuitari is invisible to all except those who draw power from it. To others it is merely a sinister void or hole in the night sky that seems to swallow up stars as it orbits Krynn. Magic drawn from Nuitari is often seen as promoting the cause of evil as it draws on the darker energies prevalent in the universe. Wizards who follow the path of Nuitari seek the great power it can offer them with little thought for the cost of using such dangerous magic's. Nuitari's cycle is the shortest of all the three moons, lasting 8 days with each lunar phase only 2 days long, which befits its chaotic nature.

Restricted Magics

 

It is more difficult for certain magic's to be cast by a wizard depending on what Moon of Magic he draws his power from. Depending on the Moon a wizard draws his power from he is therefore unable to specialise in or take the spell focus feat for the following schools.

 

Solinari: Illusion, Necromancy

Lunitari: Abjuration, Necromancy

Nuitari: Abjuration, Illusion

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Originally posted by zarglif69

RRRRRGH!!! Dragonlance is just a product of D&D!!!! This is the same as trying to play D&D with HERO!!! If you're going to play D&D, play D&D!!! you don't have to use HERO to do it!!!

 

edit: good race ideas, though

 

Thanks for the compliment about the races. However, I think it is possible to play in a D&D world without making it a D&D game. Just change the magic and other stuff so that it doesn't work like D&D.

 

Besides, some of the D&D worlds work well, and you can use any system that's not D&D.

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Zarglif69 wrote:

 

"RRRRRGH!!! Dragonlance is just a product of D&D!!!! This is the same as trying to play D&D with HERO!!! If you're going to play D&D, play D&D!!! you don't have to use HERO to do it!!!"

 

Ummm...No it's not. Dragonlance is a world in which these crazy kids want to play. They are taking a world they like and bringing it to a system they like. Dragonlance is source material, not a system.

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Originally posted by Rick

Zarglif69 wrote:

 

"RRRRRGH!!! Dragonlance is just a product of D&D!!!! This is the same as trying to play D&D with HERO!!! If you're going to play D&D, play D&D!!! you don't have to use HERO to do it!!!"

 

Ummm...No it's not. Dragonlance is a world in which these crazy kids want to play. They are taking a world they like and bringing it to a system they like. Dragonlance is source material, not a system.

Zarglif, for some reason, doesnt understand this. He feels the need to post a similar objection in pretty much every thread that involves delving xD&D for material. Dont worry about it; at least he usually doesnt keep trolling after an initial burst.
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Originally posted by SaintQuakko

(also sent in reply to KS's email)

 

Here's the best explanations I can find on the gods and the moons (from the Dragonlance Nexus http://dl3e.com)...

 

Solinari: Illusion, Necromancy

Lunitari: Abjuration, Necromancy

Nuitari: Abjuration, Illusion

 

So thats it? I thought there was more to it than that, with different sorts of wizards having different progressions, a lower level limit than standard, and some penalties/bonuses to their spellcasting as their moon waxed and waned?

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And Dr. Lucky sent me this in an email in response to my open call for DL info:

Dr Lucky

The arcane magic was essentially divided among the White (Good), Red

(Neutral) and Black (Evil) robes. The distinctions weren't perfectly

alignment derived, but close. I think before a mage in Krynn was allowed to

be taught 3rd level spells, he was required to take a magical test, and if

he survived, he had to join one of the three orders. Each order had a few

banned schools. (Black were the only ones with Necro, I know they lost Div,

White definately had no Illusion or Necro, etc.) Also, all three had

different spell charts. Blacks went up really quickly in spell level

without gaining many slots. I think in 1st ed, a black was casting 9th

level spells by like 13th level. On the other hand, Whites got tons of

spell slots but gained levels slowly. I think Reds were about normal.

Beyond that, there was nothing special about the arcane magic. Nothing

mechanical prevented someone from learning magic apart from the Tower (The

Tower of High Sorcery was where all the wizards gathered and what not).

There was just no one to teach you, and they would be hunted down if they

somehow did learn, or went renegade. (The Blacks tended to kill people, the

Whites tried to get them to join the others, the Reds were in the middle).

There are also three moons, and spells tend to be more or less powerful

based on which moons are waxing or waning, as well as alignment and stuff.

 

Divine magic didn't exist for a while, but once they started up again, they

had medalions. The medalions were originally created by the gods, but now a

cleric can create one by basically spawning their own medalion. The Krynn

pantheon is really close, so a cleric can spawn a medalion of any other god

not too far removed.

 

Kender are slightly taller, skinny halflings. They are also kleptomaniacs,

who don't realize it. They act like children.

 

The tinker gnomes are accident prone steam punk gnomes.

 

There are no orcs in DL.

 

So far the only thing that sounds somewhat tricky to model is the slots for the various types of wizards. The variant spell schools is easily accomplished by taking the School Ineptitude Limitation I discuss in my Default Arcane Magic Guidelines document ( http://www.killershrike.com/FantasyHERO/GreyHEROContent/ArcaneMagic.shtml )

 

I would probably recommend using the "Spontaneous Spellcasting MPP Variant" described in the Bard and Sorceror Package http://www.killershrike.com/FantasyHERO/Conversion3e/Class3e/Sorcerors.shtml for the Magic System, as that way the Spell Level and number of slots each caster has at each spell level is more granularly controlled, which sounds like it would be important to model the differences between the types of casters. The GM just declares a Campaign Groundrule that a character that is a "White" caster must have X Spell Slots per Spell Level before buying into the next Spell Level, and a "Black" caster may not have more than Y Spell slots per Spell Level before buying into the next Spell Level. As far as the waxing and waning, that could probably be handled as forcing a Magic Skill Roll on Spells for a type of caster when their moon has waned, with scaling penalties based upon phase.

 

Thus for the 4 Phases of the moons something like: Full: no penalty; Phase 2: Must make Skill roll at no penalty (if Spell already has Skill roll, no further penalty); Phase 3: Must make Skill roll with an additional -2 penalty (if Spell already has Skill roll, same penalty applies); Phase 4: Must make Skill roll w/ an additional -4 penalty (if Spell already has Skill roll, same penalty applies).

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Originally posted by Killer Shrike

So thats it? I thought there was more to it than that, with different sorts of wizards having different progressions, a lower level limit than standard, and some penalties/bonuses to their spellcasting as their moon waxed and waned?

No, there's a more complicated version that I don't have access to (the original 2e docs)

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Guest joen00b
Originally posted by Zarglif69:

RRRRRGH!!! Dragonlance is just a product of D&D!!!! This is the same as trying to play D&D with HERO!!! If you're going to play D&D, play D&D!!! you don't have to use HERO to do it!!!

 

Ya know, let's be honest, 90% of any campaign has most likely appeared in literature at one point or another. I've come to realize, with a well read group, no matter what neat, new, fanciful idea I can come up with, someone will reference a book where it appeared, or something similar appeared.

 

Given that, it can't be all that bad to use a created world, that the players are familiar with. One of the greatest downfalls of Fantasy gaming in original worlds is the 'common knowledge' factor. These characters are supposed to have lived their entire lives (so far) in this world, they should know things; little trivial things that can't be explained in a timely manner to players. If the players are familiar with the source material, they can deduce things on their own without a GM having to have them make a skill roll then telling them the different facets.

 

So what if the world was created for a D&D universe? The fact he is converting it to HERO tells me he is willing to make the next jump in evolution and play a real campaign with all the nuances and limitations that D&D cannot offer in any version. I, like many others here, started my Fantasy gaming with AD&D. It doesn't make it bad, it's more like a "Gateway Game" (to steal the term and make it apply here). We all start off with simpler games, that introduce us to the world of RPGing, then we branch out for the flavor, or game, that suits us.

 

I stand by HERO products all the way and have proven, unconditionally, that with the right campaign, good story, and quality GM, anyone who tries the HERO Products, will use them themselves. Many of the people I introduced to HERO now use it exclusively for all Genre's.

 

Don't knock the source, relish in the end product, and that's them bringing something good from another product and making it fit in a superior product.

 

As for Dragonlance Universe, that's one helluva task getting it transfered over! I personally would like to see a glimpse of the finished product here or there.

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Guest zarglif69
Originally posted by Killer Shrike

Zarglif, for some reason, doesnt understand this. He feels the need to post a similar objection in pretty much every thread that involves delving xD&D for material. Dont worry about it; at least he usually doesnt keep trolling after an initial burst.

No, I myself take lots of ideas from D&D. it's D&D worlds that I have a problem with.

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"Let's stay on track folks "-Conductor

 

Thanks for the help and only with a little derailment . I peronally dislike the D&D systems , but appreciate the various settings and like a good GM ste... playgerize when and where I can .

 

Of the group of players I plan on introducing to HERO , two are framiliar with the previous edition rules and read the Dragon Lance first trilogy years ago . So most will be fresh and new .

 

While the DragonLance novels are not the best in Fantasy by any means it is eminently gameable .

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The Draconians

 

They need a good rewrite, but here's what we used in my campaign about 15 years ago for the draconians...

... they'd need to be updated for 5th edition HERO but they worked well for us back then.

 

KAPAK

STR 15, DEX 13, CON 15, BODY 10, INT 10, EGO 10, PRE 15, COM 0

PD 5, ED 3, SPD 3, REC 6, END 30, STUN 26

 

Hide: Armor 4 PD/4 ED (12)

Claws/bite: HKA 1/2d6 (10)

Smell PER +3 (6)

Discriminatory Smell (5)

Tail: +2d6 Strike (10)

4" Swim (2)

Flight 9", OAF Wings (9)

WF: Common Melee Weapons

Stealth 12-

Tactics 11-

+2 Levels with Melee (10)

Poison: Drain DEX 2d6, Reduced END (0 END), Limited: Only if bite does BODY or if licked sword does BODY within 1 TURN (24)

Shapeshift to single human form, Zero END, Persistent (20)

LS: Draconian (4)

AK: The Lands 11-

 

Disads:

-3" Run (3" Base)

 

--------------------------------------------------------

SIVAK

STR 30, DEX 16, CON 18, BODY 15, INT 13, EGO 11, PRE 20, COM 0

PD 8, ED 4, SPD 3, REC 8, END 36, STUN 39

 

Growth, 2 Levels, Zero END, Persistent, Always On (13)

Armor 7PD/7ED (21)

Claws/bite: HKA 1/2d6 (10)

Smell PER +3 (6)

Discriminatory Smell (5)

Tail: +2d6 Strike (10)

4" Swim (2)

Flight 9", OAF Wings (9)

WF: Common Melee Weapons

Stealth 12-

Tactics 12-

Tracking 12-

Concealment 12-

+4 Levels with Melee (20)

Shapeshift to any humanoid form, Zero END, Persistent; Limited - only the form of the last victim (-1) (20)

LS: Draconian (4)

AK: The Lands 11-

 

Disads:

-3" Run (3" Base)

Conditional Distinctive Looks: Radiates Magic (5)

--------------------------------------------------------

AURAK

STR 20, DEX 18, CON 15, BODY 14, INT 15, EGO 11, PRE 15, COM 0

PD 6+, ED 3+, SPD 3, REC 7, END 30, STUN 32

 

Armor 8PD/8ED (24)

Claws/bite: HKA 1/2d6 (10)

Smell PER +3 (6)

IR Vision (5)

Discriminatory Smell (5)

Tail: +2d6 Strike (10)

4" Swim (2)

Run +3" (9" Base)

Flight 9", OAF Wings (9)

WF: Common Melee Weapons

Stealth 12-

Tactics 12-

Tracking 12-

Concealment 12-

+4 Levels with Melee (20)

Teleport 10" (20)

RKA 1d6, Variable Special Effect (+1/4) (12)

Invisibility [to Sight] (20)

Mind Control 8d6, Concentrate throughout (-1) (20)

Breath: EB 2d6 NND 1 hex PLUS Flash [vs. Sight] 2d6, No Range on both, 3 charges

Shapeshift to any living animal or person, Zero END (30)

Disguise 14-

Mimicry 14-

LS: Draconian (4)

AK: The Lands 11-

various Skills - GM discretion (16 points)

 

Disads:

Conditional Distinctive Looks: Radiates Magic (5)

--------------------------------------------------------

BAAZ

STR 15, DEX 12, CON 15, BODY 10, INT 10, EGO 10, PRE 15, COM 0

PD 5, ED 3, SPD 3, REC 6, END 30, STUN 26

 

Armor 4PD/4ED (12)

Claws/bite: HKA 1/2d6 (10)

Smell PER +3 (6)

Discriminatory Smell (5)

Tail: +2d6 Strike (10)

4" Swim (2)

Flight 9", OAF Wings (9)

WF: Common Melee Weapons

Stealth 11-

Lockpicking 11-

Security Systems 11-

Concealment 12-

+1 Level with Melee (5)

Teleport 10" (20)

RKA 1d6, Variable Special Effect (+1/4) (12)

Invisibility [to Sight] (20)

Mind Control 8d6, Concentrate throughout (-1) (20)

Breath: EB 2d6 NND 1 hex PLUS Flash [vs. Sight] 2d6, No Range on both, 3 charges

Shapeshift to single human form, Zero END, Persistent (20) [alternate is no flight and 7" running]

Disguise 14-

Mimicry 14-

LS: Draconian (4)

AK: The Lands 11-

various Skills - GM discretion (16 points)

 

Disads:

-3" Running (3" Base)

Psych Lim: Chaotic and Self-serving

--------------------------------------------------------

BOZAK

STR 15, DEX 14, CON 15, BODY 11, INT 13, EGO 10, PRE 15, COM 0

PD 5, ED 3, SPD 3, REC 6, END 30, STUN 30

 

Armor 6PD/6ED (18)

Claws/bite: HKA 1/2d6 (10)

Smell PER +3 (6)

Discriminatory Smell (5)

Tail: +2d6 Strike (10)

4" Swim (2)

Flight 9", OAF Wings (9)

WF: Common Melee Weapons

Stealth 12-

+1 Levels with Melee (20)

Shapeshift to single human form, Zero END, Persistent (20) [alternate is no flight and 7" running]

LS: Draconian (4)

AK: The Lands 11-

Magic Skill 17-

54 points in spells, typically

* Detect Magic

* Fouled Aire

* Lightning Bolt

* Mud Trap

* Minor Earthquake

* Dispel Magic

 

Disads:

Conditional Distinctive Looks: Radiates Magic (5)

--------------------------------------------------------

 

That's the quick and dirty from 15-year-old character sheets in my old campaign binder. YMMV.

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Trigger - Death of Draconian, RKA AoE or Explosion. Some were a fireball-like thing.

 

Some encased the weapon in the petrified flesh (maybe even 'stoning' it too) Transform.

 

The magic-using ones might have a dispel or supress AoE or Explosion.

 

I'd have to dig out the old books and take a look but, regardless, with Hero a lot more effects could be created to expand upon the source material.

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  • 2 years later...

Re: DragonLance Setting Conversion

 

Kapak (Draconian)

Val..Char...Cost

15...STR....5

13...DEX....9

15...CON....10

10...BODY...0

10...INT....0

10...EGO....0

15...PRE....5

0...COM....-5

5/9....PD.....2

3/7....ED.....0

3....SPD....7

6....REC....0

30...END....0

26...STUN...0

3"..RUN....-6

4"..SWIM...2

3"..LEAP...0

Characteristics Cost: 29

 

Cost PowerEND

12 Draconian Hide: Armor (4 PD/4 ED) \n0

8 Claws: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Reduced Penetration (-1/4) \n1

33 Acidic Bite: (Total: 45 Active Cost, 33 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (Real Cost: 10) plus Killing Attack - Ranged 1/2d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Bite Does No BODY Damage or Resistance To Acid; +1), Does BODY (+1) (35 Active Points); No Range (-1/2) (Real Cost: 23) \n1

27 Lick Weapon: Killing Attack - Ranged 1/2d6, Reduced Endurance (0 END; +1/2), Lingering up to 1 Turn (Acid evaporates from weapon completely after 1 Turn; +1/2), No Normal Defense (Attack Does No BODY or Resistance To Acid; +1), Does BODY (+1) (40 Active Points); Extra Time (Full Phase, Only to Activate, Time to Lick Weapon; -1/4), Gestures (Licking Weapon; -1/4) \n0

6 Draconian Sense of Smell: +3 PER with Smell/Taste Group \n0

10 Draconian Sense of Smell: Discriminatory with Smell/Taste Group \n0

5 Draconian Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) \n0

7 Tail Swipe: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) \n1

7 Draconian Wings: Flight 9" (18 Active Points); OAF (-1), Restrainable (-1/2) \n2

24 Human Form: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups), Costs END Only To Change Shape (+1/4) (24 Active Points) \n2

9 Acidic Death Transformation: Killing Attack - Ranged 1 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; Upon death, explodes as a pool of acid; +1/4), Explosion (+1/2) (44 Active Points); 1 Charge which Never Recovers (-4) \n[1 nr]

Powers Cost: 148

 

Cost Skill

2 WF: Common Melee Weapons

3 Stealth 12-

3 Tactics 11-

10 +2 with HTH Combat

0 Language (idiomatic) (4 Active Points)

2 Language: Common (fluent conversation)

2 AK: The Lands 11-

Skills Cost: 22

 

 

Val Disadvantages

0 Normal Characteristic Maxima

10 Psychological Limitation: Vicious and Cruel (Common, Moderate)

15 Reputation: Evil Draconian, 11- (Extreme)

5 Distinctive Features: Black Draconian (Kapak) (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures (Among Other Draconians))

Disadvantage Points: 30

Base Points: 100

Experience Required: 69

Total Experience Available: 70

Experience Unspent: 1

Total Character Cost: 199

Height:2.00 m

Hair:None

Weight:100.00 kg

Eyes:Black

Appearance:

Personality:

Quote:

Background:

Powers/Tactics:

Campaign Use:

Here's an updated Kapak, just to see how it would turn out in 5ER/using HDv3.

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