Talk About Network

Google


Register and Login
Nick
Password
Register create new account Sign up is FREE and you can post replies, new topics, bookmark posts and more!
Recover lost password


Gaming > Dragonlance > Re: Original Dr...
Latest [ Topics | Posts ] Archive Post A New Topic Post a Reply
<< Topic < Post Post 4 of 10 Topic 506 of 572
Post > Topic >>

Re: Original Dragonlance AD&D modules

by Falconer <ulmo@[EMAIL PROTECTED] > Aug 30, 2006 at 05:08 PM

Well, since you asked, my Australian friend, here is my advice.

First, it sounds like you're interested in being "faithful" to the 
original modules, and a "nostalgic" experience. In that case, you should 
definitely use the original modules. You should not settle for any 
remake or compilation, regardless of the game mechanics you are 
intending to employ. I'm sorry but they just can't do the originals 
better than the originals themselves (which is just common sense, anyway).

Second, the easiest and best way to capture the classic game is to 
actually use the First Edition AD&D rules. That's my preference, for 
what it's worth. But since you have already stated your preference for 
d20 3.5e, I will recommend simply that you familiarize yourself with 
First Edition and customize your experience to best reflect a "First 
Edition feel." Here are some examples of ways in which you can do that:

1. Use the core books only. Keep it simple.
2. Eliminate skills, feats, and prestige cl*****. In the past, the game 
was not so much about character customization but rather about 
characters representing archetypes and using their varied abilities in a 
concerted manner.
3. Multiply the experience needed to level-up a character by at least 2 
or 3. Increasing in level should be much more difficult and take a much 
longer time.
4. Emulate First Edition rules regarding multi-classing, dual-classing, 
and class restrictions by race. I.e., characters will typically belong 
to only one class. Only Humans, Half-Elves, and Elves may be 
Magic-Users. Only Humans and Half-Elves may be Clerics, Druids, or
Rangers.
5. Observe original DL1-14 class conventions. Most characters will be 
Fighters. Other permitted cl***** are Magic-Users ("Wizards"), Thieves 
("Rogues"), Rangers, Clerics (rare, of course), and Druids (very rare 
indeed). No Assassins, Barbarians, Bards, Illusionists, Monks, Paladins, 
or Sorcerers.

Finally, you asked what other resources you should have access to 
besides DL1-14. I would recommend that the most handy is Karen Wynn 
Fonstad's _The Atlas of the Dragonlance World_. Regards.
--

Michael Falconer - http://ulmo.mux.net/dragonlance/
"Because by fate even the gods are cast down, weep ye all with me."
 




 10 Posts in Topic:
Original Dragonlance AD&D modules
"Ossie1972" <  2006-08-30 02:56:30 
Re: Original Dragonlance AD&D modules
"Morten Brattbakk&qu  2006-08-30 05:04:49 
Re: Original Dragonlance AD&D modules
darrell impey <darrell  2006-08-30 21:03:21 
Re: Original Dragonlance AD&D modules
Falconer <ulmo@[EMAIL   2006-08-30 17:08:07 
Re: Original Dragonlance AD&D modules
"Ossie1972" <  2006-08-30 23:35:17 
Re: Original Dragonlance AD&D modules
Falconer <ulmo@[EMAIL   2006-08-31 15:55:07 
Re: Original Dragonlance AD&D modules
"Morten Brattbakk&qu  2006-08-31 01:43:03 
Re: Original Dragonlance AD&D modules
Falconer <ulmo@[EMAIL   2006-08-31 16:22:08 
Re: Original Dragonlance AD&D modules
"Ossie1972" <  2006-09-01 02:09:18 
Re: Original Dragonlance AD&D modules
"Craig Martin"   2006-09-16 20:53:39 

Post A Reply:
  Go here to Signup

AddThis Feed Button


About - Advertising - Contact - Frequently Asked Questions - Privacy Policy - Terms of Use - Signup

Contact
tan12V112 Sat Jul 26 5:17:13 CDT 2008.