FEATURES

The features included in this new game will be what makes it different from the traditional style of play in the Baldur's Gate and Icewind Dale saga. For it is more interesting to the player if he is not presented with the same old styles for every game. Just a few of these are listed and briefly described below:

Definitive Feature List
Feats
Subraces
Disarming
Multi-caster Spells
God Worship (optional)
Wizard Spell System (Including Lunar Cycles and Phases)

A Mage's Spellcasting System

A mage writes scrolls to his spellbook, puts them in some slots, then memorizes them when he rests, right? That's how it's been for the last, oh... 5 games on the Infinity Engine.

Well that's not how it is in Dragonlance, and that's not how it's going to be in this game.

I've studied the characteristics of spellcasting in the Dragonlance books before Fifth Age, as well as charts from the official 1st Edition handbooks, and I've found a great number of things that need to be changed from the norm for a Dragonlance game. Here's a bit of a list:

Scrolls are no longer the primary asset of spellcasting. They have been replaced by tomes or individual spellbooks owned by mages. The player has his own personal spellbook, and must obtain other spellbooks either from magical shops or other magic users.

Spells are memorizable at any time, as long as the player's intelligence is high enough to memorize a decent number of them.

Spells are assigned point values according to their level, and the player is given a point value determined by his level, constitution, the alignment and phase of the moons, and any other magical bonuses he might be receiving. Every time a spell is cast, the appropriate point value is subtracted from the caster's total. Once the caster's total reaches 0, he must rest before casting again.

Only one spell of a type can be memorized at a time, unless a Spellcraft feat is obtained, before having to be rememorized. The spell can be immediately rememorized, but only if the player is not distracted by battle or similar events.


Kits?
No more kits! That's right... I know you all love them, but they have to go. Instead we're replacing kits with a more customizable set of abilities. Characters can learn feats like Alchemy or Spellcraft, improve fighting skills, or choose abilities specific to their class. Also, characters may pick a god to worship at the beginning of the game. Their powers will be bolstered by this god with special abilities or modifications to existing player characteristics. If the player chooses no god, he just has more room for feats!

It's still in a phase of development, but is coming along very nicely.

That's it for now! I might post some more things on Alchemy or other feats later, but I'll let you all just chew on these changes for a while.