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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 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 They have been replaced by tomes or individual spellbooks owned by mages.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. 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. |