4e magic in Dragonlance

Post/Author/DateTimePost
#1

caeruleus

Sep 09, 2007 20:40:28
Do you think the new magic system for 4e will have an impact on the flavor of Wizards of High Sorcery?

Dragonlance was written with a Vancian magic system in mind, since that's what (A)D&D used. It was worked into the setting flavor-wise; for example, we're told the WoHS couldn't fight off the Kingpriest because their power would eventually be used up in an open conflict.

Might the addition of at will and per encounter abilities change that?

Do you think this should be retconned? Or do you think there should be an in-world explanation for why magic suddenly changed?
#2

Dragonhelm

Sep 09, 2007 21:40:34
I guess it'll depend on what the new magic system looks like. It's a bit early to tell.

What I'm curious about is the sorcerer. Sounds like it will have more differences from the wizard than before. I'm curious what it'll look like, and how that may impact ambient magic.
#3

Elemental_Elf

Sep 10, 2007 1:12:46
I think there's going to be a great deal of retconning involved with the jump to 4E. Magic and Wizardly organization are particularly vulnerable to this.
#4

Dragonhelm

Sep 10, 2007 7:37:32
I think there's going to be a great deal of retconning involved with the jump to 4E. Magic and Wizardly organization are particularly vulnerable to this.

Possibly, though you don't necessarily have to make the jump to 4e if you feel the flavor doesn't fit.
#5

cam_banks

Sep 10, 2007 7:44:54
It's possible that the new magic system will have even more in common with how the magic's used in the books than it does now. Of course, it might not, and the Wizards of High Sorcery may just have to to have their own talent trees to redefine them somewhat.

Cheers,
Cam
#6

Soulsong

Sep 12, 2007 20:36:43
I think there's going to be a great deal of retconning involved with the jump to 4E. Magic and Wizardly organization are particularly vulnerable to this.

Are reretconning, unretconning, or unconning words?

Best case:
No link is made between specific mechanics and specific power sources in keeping with what the 4e team seems to be doing (ie Martial, Divine, Arcane, Ki, Psionic, etc...). The flavor of the various Krynn-specific power sources (Ambient Arcane, Focused Arcane, Ambient Divine, Focused Divine, etc...) is defined in a mechanics-free way. Great crunch can match great fluff, wherever it occurs. No retcon needed. This allows individual campaigns to use different mechanics without diverging from canon during any age. Sounds like the state of affairs in 1e/2e, before canon represented a straightjacket in this area. Want an Ambient "Sorcerer" with an academic/study flavor and a Warlock mechanic, fine... Want it in the Age of Dreams, fine... Maybe that is your Primal Sorcerer, or one kind of them...

Worst Case:
The 3e limitation of strict canonical connection/limitation between specific mechanics and specific power sources is remade (with different mechanics, mechanics that are more different from vancian in general than prepared vancian is from spontaneous vancian). Narry the two shall meet. Have the desire to use a different mechanic that meets the flavor of a power source in a cool way without breaking canon? Your SOL. And monster ability mechanics have to be handled again as well.
#7

cam_banks

Sep 14, 2007 7:56:00
Ambient magic vs focused magic is entirely 3rd edition in origin. There wasn't any argument before 3e about the various power sources of magic because there weren't multiple power sources - you were either a mage or you were a cleric/druid. It was arcane or divine. The reason 3e was so different was because of the existence of SAGA magic and the introduction of sorcerers and mystics; anybody who thinks these concepts predate SAGA must be thinking about something else entirely.

For all the complaints I have had during my time with DL the one I simply can't wrap my head around is this one, griping about wizards and sorcerers being separated by game mechanics. That seems like a no-brainer to me. Does it get confusing when you add new classes like warlocks, spellthieves, and shugenja? Of course it does. But we have a viable and functioning explanation that brings all previous editions under a single theory endorsed by the setting's creators, Margaret and Tracy, and mandated by WotC. I don't think it gets any more official than that.

Cheers,
Cam
#8

zombiegleemax

Sep 14, 2007 23:11:10
It does. Since M & T were just two people sitting in on larger comittee that happened to get tasked with writing up the playtest modules as a novel. Which happened to sell and turned into more novels...

The DL setting was 'created' by a big multi-headed blob with no brains and multiple stomachs (a committee, for those of you unfamiliar with the reference) in a TSR board-room. Which is why you got absurdities like steel being used for currency in lands that needed it for weapons.

But, unless you convert from an existing campaign, the question of how magic works isn't relevant except as a meta-discussion. To the characters, it works as it always has.
#9

caeruleus

Sep 15, 2007 12:02:05
Just wanted to say that my original point had nothing to do with the distinction between ambient and godly magic. I've read somewhere that 4e wizards and sorcerers will have more to differentiate them than just how to manage their spells. So I'm sure the flavor distinction between them is not jeapordized by the mechanics.

What I specifically referred to is the lessened reliance on per day spells, with the addition of at will and per encounter spells. The WoHS didn't fight against the Kingpriest when he wanted to take over the Towers because they had to rest to regain their magic and could not keep up a battle for too long. What might the excuse be for not fighting him if they could use magic at will without the need to rest?
#10

cam_banks

Sep 15, 2007 19:37:30
What might the excuse be for not fighting him if they could use magic at will without the need to rest?

It is easier to say they couldn't do that back then then to shoehorn in the idea that they're capable of casting spells whenever they like, to be honest.

Cheers,
Cam
#11

Soulsong

Sep 16, 2007 0:16:02
...anybody who thinks these concepts predate SAGA must be thinking about something else entirely.

I agree. So, based on your argument here, Primal Sorcery was not ambient (ambient didn't exist) and could be cast (using a "Sponteneous" Mechanic) in any Age, because it was merely Arcane and Arcane has never been unavailable.

... griping about wizards and sorcerers being separated by game mechanics.

I love separation by game mechanics. The issue is binding flavor to a specific mechanic, instead of keeping it open to various potential mechanics (ie 4e, I have been warning of this for some time).

What might the excuse be for not fighting him if they could use magic at will without the need to rest?

Maybe he had them at a disadvantage in some other way. The Kingpriest was undermining all of the other deities. Who is to say that he wasn't also undermining the Gods of Magic or the WoHS in some way. Maybe he was utilizing (being utilized by) the Greygem or Primal Magic. Maybe he was utilizing the combined might of his collected Artifacts. Maybe he just had them out numbered or forced them into a fight that could only be a pyhric victory (they could have won, but the blood bath would be a horrible PR loss across the continent), so they retreated to a more sustainable position. Maybe they realized a flaw in the plan of aligned towers (ie Istar) and just thought it best to retreat to Wayreth. Maybe there is some new aspect of this time frame that complicates the matter and explains it perfectly.

Incedentally, this is a prime example of problems with basing a fantasy story on the use of specific mechanics instead of flavor. Instead of imagining the possibilities of magic in a fantasy world, we are wondering how limited spell slots affect history differently from Warlock blasts.

It is easier to say they couldn't do that back then then to shoehorn in the idea that they're capable of casting spells whenever they like, to be honest.

If ease is what is wanted, what could be easier than those magic words: "plot device"? Or, we could introduce yet another temporal based divide in Magic. Maybe the Third Cataclysm will explain what 4e magic is and why it was only just discovered or why Wizards/Sorcerers/Clerics/Mystics have all all of a sudden changed.

#12

Tenzhi

Sep 16, 2007 1:32:53
Whatever happens, I just hope that it doesn't become an excuse to usher in a crappy new age.
#13

kirnon_bhale

Sep 16, 2007 4:59:56
I know that I have read that about 80% is still Vancian. Only minor abilities will be at will, the real powerful spells will still run out, as a result the premise that they would run out of spell power will still be valid - as they could very legitimately have felt that their minor at will abilities etc. would never have been enough to withstand the Kingpriest.
#14

caeruleus

Sep 16, 2007 11:55:34
I know that I have read that about 80% is still Vancian.

I think the claim was that once you've used all of your per day spells, you'll still be at 80% capacity.
#15

Catoblepapotamus

Sep 16, 2007 17:08:52
If I remember correctly, forgetting a spell after it was cast was part of a Curse on magic-users.

Perhaps one of the methods that the Gods of MAgic used to fight the sorcerors was a lifting of the curse?

Honestly though--I love Dragonlance and dearly hope that I can play it in 4ed, but if too much more changes, I'm worried it will stretch believability a little too far for me.

What do you guys think
?
#16

cam_banks

Sep 16, 2007 18:54:40
I agree. So, based on your argument here, Primal Sorcery was not ambient (ambient didn't exist) and could be cast (using a "Sponteneous" Mechanic) in any Age, because it was merely Arcane and Arcane has never been unavailable.

It wasn't even an issue until SAGA, and we were told to work with that (and with the sorcerer class.) Everything that's been introduced and maintained for 3e was mandated by WotC, and there really wasn't any other way around it.

Which is why, believe it or not, we came up with the clever explanations we did.

Cheers,
Cam
#17

zombiegleemax

Sep 18, 2007 18:45:05
Is there any idea when this information will be released?
#18

caeruleus

Sep 18, 2007 23:25:04
And speaking of the flavor of magic, what do people think of these wizard implements (orb, staff, wand) and Hidden Flame, etc, stuff?

I know we don't have much information yet, but I'm still curious if anyone has some thoughts about how what we've heard so far might fit into a Dragonlance campaign.
#19

Tenzhi

Sep 19, 2007 1:39:22
The foci are intriguing. The mage society names are just kinda there to be used, ignored, or changed at a whim it seems to me.
#20

sothus

Sep 20, 2007 3:47:46
The foci may help with ambient. Rules-wise... I won't say anyrhing until I know this (seemingly) PlayStation (oops, tabletop) game.
#21

caeruleus

Sep 23, 2007 1:38:34
Actually, the setting was created by Tracy and Laura Hickman (read Tracy's story of coming up with the world on the roadtrip to Wisconsin-- fun tale) --

They came up with the basic idea, but many people contributed important and fundamental elements. I'll leave my comments at that.
#22

Dragonhelm

Sep 23, 2007 11:50:40
Actually, the setting was created by Tracy and Laura Hickman (read Tracy's story of coming up with the world on the roadtrip to Wisconsin-- fun tale) --

Easy there. No need to get hostile.

Tracy and Laura Hickman came up with the initial concept of Dragonlance on their trip from Utah to Wisconsin when Tracy was hired on as an RPG designer. He wanted to present TSR with something so that they would feel justified in hiring him.

After he started, they had an in-house call for a series of modules focusing on dragons, since they had so many already focusing on dungeons. Various designers, including Doug Niles had a pitch, but one designer seemed to be taking a little extra time on something special - Tracy Hickman. What he proposed became Dragonlance.

Since then, there have been many who have come to shape the setting. Jeff Grubb was largely instrumental in the creation of the gods, which were based on the ones in his campaign. Margaret Weis came up with the idea of the Test of High Sorcery. And so on and so forth.

Anyway, that's the bare-bones version and is a bit of a tangent. Perhaps we should get back to topic...
#23

stunspore

Sep 23, 2007 14:15:38
Perhaps we can have something major magical event in DL. I thought that Wizard's Conclave was showing how magic in Krynn was unstable even for the moon gods. Another weird thing so that 4e fits in.
#24

caeruleus

Sep 23, 2007 18:44:32
Perhaps we can have something major magical event in DL.

I'd rather not see anything world-shattering. But I'd like to offer a possible suggestion.

Perhaps the WoHS are trying to bring sorcerers under their control. Let's say they're successful (I'll leave the details on how this is done for someone else to make up). Rather than have all sorcerers convert to wizardry, however, let's say the Conclave just extends its control to both kinds of magic. And not only that, but let's say that they discover that both kinds of magic can be combined. So all who study magic are able to learn both, and that could be why wizards will have both the usual spells per day and at will abilities.

This is just off the top of my head, I'm not sure yet if it's a good idea.
#25

shadzar

Sep 24, 2007 5:05:53
ok so its the 4th of sloptober, the red moon is waning and cresent, the black moon is waxing and near to being full....which orb do i use for the next 45 minutes before i need to switch when the red moon sets?

can i just use an orb on top of a staff with a wand protruding from it?
#26

verran2001

Sep 25, 2007 13:28:10
I don't think the change from the vancian system will change the flavor of magic in dragonlance at all. Now there have been several versions of stories from the king priest's days but the simple fact of the matter was that they were outnumbered and outmaneuvered. They gave in to the king priest to save face and to prevent a battle that would have been even more catastrophic that what actually happened. The wizards knew they were better off letting him have one tower and then moving on rather than facing him in battle.

This was always my interpretation of the history of the king priest and the wizards' fleeing of the tower. I don't recall it having anything to do with the inability of their magic to last...

Although even if it was actual stated in a book and I am not remembering it, you have to realize that in a huge battle it would be one extremely large encounter and they would still run out of their 1/encounter spells and all their 1/day spells, leaving them weakened for sure. Granted we still don't really know how the new magic system will affect this so only time will say if I am right or not...
#27

choos

Feb 24, 2008 0:45:55
If I remember correctly, forgetting a spell after it was cast was part of a Curse on magic-users.

Perhaps one of the methods that the Gods of MAgic used to fight the sorcerors was a lifting of the curse?

Honestly though--I love Dragonlance and dearly hope that I can play it in 4ed, but if too much more changes, I'm worried it will stretch believability a little too far for me.

What do you guys think
?

Yep I love Dragonlance too but from the preview books for 4th ed (which are beautiful BTW) I can't really see the magic system being shoehorned nicely into Krynn, Oearth or Aber Toril.

I am really getting of the opinion that maybe the current campaign worlds need to be left on the shelf when it comes to 4th ed.
#28

mourn_dup

Feb 24, 2008 1:08:58
It is easier to say they couldn't do that back then then to shoehorn in the idea that they're capable of casting spells whenever they like, to be honest.

I think a better explanation would be why the Cold War happened: fear of mutual destruction. Sure, the Wizards could have gone to war with the Kingpriest, but it would have resulted in the land's ruin, and even the winners would have lost. The Kingpriest, being the pompous and arrogant fool he was, didn't really think (or care) about such things, since his might made him right, and thus when an open confrontation was building, the Wizards backed off in order to do what was right for the world.

And you don't even need to resort to "They were too scared of succumbing the limits of the game's mechanical system... but with a less meta-game explanation" reason previously given.
#29

AvaronGansdell

Feb 24, 2008 14:23:54
Fluff wise Forgotten Realms is pushing its timeline foward like 100 years or so killing off the goddess of magic and creating a century of mayham and destruction Destroying the weave that supported magic forceing wizards to learn new ways of taping into magical energy resulting in the new arcane classes.

Dragonlance just got done with two major upheavals in magic and it should be possible to combind godly high sorcery magic, with primordial magic to expand the abilites of wizards everywhere resulting in the new wizard.

as for grayhawk they havent really said anything about it yet.
#30

jaerys

Mar 09, 2008 15:32:57
Vancian magic or non-Vancian magic system, it seems like the wizards of high sorcery weren't in a position to hold the Tower of Istar. The Kingpriest had divine magic and, I suspect, much greater numbers. As far as rules based justifications ... well I fail to see why one is needed, but in-any-case larger starting hit points (15+con *score* for fighters I think), martial powers, and healing surges seem to me to make rank and file troops backed up by clerics much more of a threat to wizards.