Go Back   EN World D&D / RPG News > General RPG Forums > General RPG Discussion

General RPG Discussion Discussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.

 
Share LinkBack Thread Tools Display Modes
Old 24th October 2009, 06:15 PM   #21 (permalink)
Registered User
 
Join Date: May 2002
Location: Twin Cities, Minnesota
Posts: 1,998
Eric Anondson Goblin Sharpshooter (Lvl 2)
"The sorcerer-kings rule over the city-states, using their templars as their agents throughout their domains. Savage raiders make the desert wastes even more unsafe than it already is. Giants wade across the Sea of Silt, staging raids on shoreline settlements and attacking passing silt craft. The Dragon still demands tribute from each city-state, and looms over the land like a force of pure destruction. Defilers destroy life to fuel their own arcane ambitions. Merchant houses still squabble amongs themselves, and wield a great deal of power outside of the sorcerer-kings' control. Mul gladiators still fight in the slave pits, and thri-kreen scouts lurk at the edge of rarely-traveled caravan paths, waiting to strike. Halfling cannibals still stalk the night like ghosts, and untrustworthy elves still lie, cheat, and steal from their victims in the Elven Market. The Veiled Alliance provides shelter from the authorities (and from the mobs of common folk who fear and hate them) for preservers, and they still fight defilers at every step. Ancient ruins filled with undead still lie in the deep desert, holding both danger and treasures of the ancient world."
As I posted on Rodney's blog post in the comments, excellent summary of the iconic points of the setting.

Though my playful conspiracist wonders at those missing. Dwarfs (the underwhelming focus ability) and half giants (the overwhelming size) and strength? Were they excluded because they have been altered beyond what was familiar and revealing anything now is too soon?
__________________
  • Do you have the patience to teach 4e or WHFRP2 to a longtime gamer?
  • Are you in a group playing D20 or 3e and need an extra?
  • Does your group play a campaign using BECMI/Rules Compendium and could use another player?
I'm looking for a group in the Twin Cities.
Eric Anondson is offline   Reply With Quote
Old 24th October 2009, 07:25 PM   #22 (permalink)
Registered User
 
Matthew L. Martin's Avatar
 
Join Date: Apr 2002
Posts: 549
Matthew L. Martin Goblin Sharpshooter (Lvl 2)
Send a message via AIM to Matthew L. Martin
Quote:
Originally Posted by Hunter In Darkness View Post
We burn them, leave them to die in the sun , send the dragon kings out. If wizards are out in the open it is not athas
I'm not really a DS fan, but I feel it's only fair to note that "spellcaster" does not necessarily translate to "wizard." Perhaps they're mercenary clerics earning a living by selling their elemental powers, or druids or other primal sorts doing the same? After all, the kind of idealism that would preclude or mitigate against mercenary divine or primal spellcasting is a lost thing on Athas.
Matthew L. Martin is offline   Reply With Quote
Old 24th October 2009, 07:50 PM   #23 (permalink)
Registered User
 
Moridin's Avatar
 
Join Date: Mar 2002
Location: Renton, WA
Posts: 773
Moridin has disabled Experience Points
Send a message via ICQ to Moridin Send a message via AIM to Moridin
Quote:
Originally Posted by Eric Anondson View Post
Though my playful conspiracist wonders at those missing. Dwarfs (the underwhelming focus ability) and half giants (the overwhelming size) and strength? Were they excluded because they have been altered beyond what was familiar and revealing anything now is too soon?
No conspiracy theories here; they weren't intentional omissions. I just didn't cross their paths when writing my little summary.
__________________
Rodney Thompson
RPG Designer/Developer, Dungeons & Dragons/Star Wars
Wizards of the Coast
Webmaster, SWRPGNetwork
Follow me on Twitter: wotc_rodney
Moridin is offline   Reply With Quote
Old 24th October 2009, 11:22 PM   #24 (permalink)
Wik
Registered User
 
Wik's Avatar
 
Join Date: May 2006
Location: Vancouver Island, B.C.
Posts: 3,909
Wik Hobgoblin Soldier (Lvl 3)
Yeah, that really settles a lot in my mind. I'm really excited about the setting. Wish I knew when it'd be released.

One thing I always loved about DS was the amorality of the setting. In that, a PC could be a templar, and another would be a defiler... I've played games where PCs were slaves owned by other PCs. And yet, the PCs were not really "evil" - they were just following the rules of their society. That templar and defiler, and their slave elven rogue, did all sorts of heroic acts. It was pretty cool.
__________________
Current Campaign: The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.

Check out my (non-gaming)blog!

Play By Posts

Sadly, currently on hiatus. I blame the government and the school system. No, really, I do.
Wik is offline   Reply With Quote
Old 25th October 2009, 07:31 AM   #25 (permalink)
Fancyman of Cornwood
 
amysrevenge's Avatar
 
Join Date: Mar 2008
Location: Calgary AB Canada
Posts: 424
amysrevenge Goblin Sharpshooter (Lvl 2)
I'm 99% on board with 4E Darksun.

My last lingering concern is that one of the central conceits isn't exactly as valid anymore. It's only a minor thing, but it's been bothering me for a while.

When the first version of DarkSun came out, mages were the kings of D&D. High level mages clearly outclassed all other beings, and wielded forces few could even comprehend. It made sense, then, to form a world partly around the concept that mages and arcanists could, as central, powerful figures in the world, drain it of most of its life force.

4E, however, has in many ways removed the primacy of Arcane power. High level wizards are no more, or less, powerful than other high level characters or monsters. Without the previous experience under our belts of earlier editions of D&D or Darksun, the choice of Arcanists as the source of these woes might seem random and arbitrary.

Basically, in the old days the answer to the question "Why didn't someone stop those mage guys from doing this?" was obvious - they simply didn't have the raw power to do it. Today, the answer to that question is more difficult to form without resorting to fiat.

I'm not super worried about this, just putting it out there.
__________________
Big Mike
Calgary AB

Over 25? Like MMO games? Tired of drama? Check out the Oldtimers' Guild.
"Laid back, not too serious, no drama, all about the fun!"
amysrevenge is offline   Reply With Quote
Old 25th October 2009, 10:07 AM   #26 (permalink)
Registered User
 
GMforPowergamers's Avatar
 
Join Date: May 2008
Location: City of Sharn
Posts: 935
GMforPowergamers Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by amysrevenge View Post
4E, however, has in many ways removed the primacy of Arcane power. High level wizards are no more, or less, powerful than other high level characters or monsters. Without the previous experience under our belts of earlier editions of D&D or Darksun, the choice of Arcanists as the source of these woes might seem random and arbitrary.

Basically, in the old days the answer to the question "Why didn't someone stop those mage guys from doing this?" was obvious - they simply didn't have the raw power to do it. Today, the answer to that question is more difficult to form without resorting to fiat.
You know I have been thinking about this alot too. Now in general I have faith, but It does nag at me.

It rememinds me of just how 'unfair' the scales have been in the past. Back in the 2e days I wanted to have a BBEG be a high level warrior king...around level 8 PCs totaly had him out classed (he was level 25 high level campign) and I had to start makeing up weird magic items to keep him a threat.

This then make me think of a 3.5 game that I played, where 5 warriors killed 5 mystic dragons, became immortal (ageless to be exact) and took control of the world. We were suppose to start at level 8, and work our way up to fight the weakest of them at level 17...The DM almost cryed, he drew them up as 20,22,24,25, and 27th level characters, a Ranger, 2 fighter, a rouge, and a multi classed fighter/ranger/rouge...the 8th level PCs on the other hand were a psion, a cleric, a Druid (me), a warblade/Warlock, and a Duskblade/Swordsage. we played for 2 games, leveled to 9th level, and had each gotten a hombrew artafact (I refused to use mine, I felt so bad it was way OP). Then the 5 of them showed up and we were suppose to run...The cleric pulled a will save or die spell and droped the 27th level multi class character int he first round, then me and another player had to explain that hidden in the PHB is the rule "fighters can't have nice things"...


Now 4e has one saving grace...stat them as monsters not PCs...so maybe the weakest SK is a level 27 elite, and the most powerful ones are level 32 solos...
__________________
Quote:
Originally Posted by Remathilis View Post
Planescape
It should be given special award to Die Vecna, Die: a module that manages to trash no less than THREE different settings (Greyhawk, Ravenloft, Planescape) in the course of one module.
Quote:
Originally Posted by Remathilis View Post
Those of you who fretted that monsters have too many hp and fights take too long: meet the barbarian. The ULTIMATE "Lets speed this combat up, I need to whiz" class!
GMforPowergamers is offline   Reply With Quote
Old 25th October 2009, 02:02 PM   #27 (permalink)
Registered User
 
Trolls's Avatar
 
Join Date: Feb 2008
Location: Cambridge, UK
Posts: 104
Trolls Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by amysrevenge View Post
Basically, in the old days the answer to the question "Why didn't someone stop those mage guys from doing this?" was obvious - they simply didn't have the raw power to do it. Today, the answer to that question is more difficult to form without resorting to fiat.

I'm not super worried about this, just putting it out there.
It's not difficult when you remember one of the key things about 4E: the rules of the game aren't the rules of the world. PCs are special.
Not everyone gains XP at the same rate, and the sorcerer-kings managed to rise in power much faster than anyone else, so no one could challenge them.

But why should they rise in power faster?
Thankfully, in Dark Sun there exists a mechanism to obtaining great arcane power at high cost: defiling.
__________________
The Dragon Above - For all your 4E and 3E Eberron needs.
Trolls is offline   Reply With Quote
Old 25th October 2009, 02:03 PM   #28 (permalink)
Registered User
 
Failed Saving Throw's Avatar
 
Join Date: Sep 2006
Posts: 41
Failed Saving Throw Goblin Sharpshooter (Lvl 2)
Why is it so difficult for the Wizards design team to simply say: "Race X and Y and Class Z are not found in Dark Sun?"

Playing a campaign setting with a completely different spin on things was entirely the point of embracing Dark Sun. So I think people should go into it with the understanding that they have to check a lot of things at the door. If they don't like that, then there's plenty of other settings to play! Eberron is the kitchen sink setting - Dark Sun is not, never was, and definitely should never be.

Playing dragonborn are okay if you actually modify the race to make them Dray. Along similar lines, I would allow goliaths by changing them to Half-Giants.

But devas, gnomes, tieflings, shifters, kalashtar, warforged (obviously), genasi and eladrin just don't belong in Dark Sun, sorry. It really screws with the flavor of the setting. I don't think you lose much by taking these races out, because you gain setting-unique races like the mul and, to some extent, the thri-kreen. You don't really need much beyond that.

Divine and Arcane power classes really have to be looked at closely in Dark Sun to determine if they really work. Paladins don't make any sense. Nor do sorcerors, avengers, warlocks and invokers. I would leave these classes on the cutting room floor. Let's remember here - the Dark Sun setting has NO GODS. And nearly all magic is under the control of extremely powerful sorceror kings.

Shamans and wardens become a little bit wonky but I think they're doable with some tweaking. And wizards should be divided into two specific classes - the defiler and the preserver.

I think there's actually potential for new races and classes in Dark Sun, but you have to consider, really, if they're even needed.
Failed Saving Throw is offline   Reply With Quote
Old 25th October 2009, 04:38 PM   #29 (permalink)
Registered User
 
Dragonhelm's Avatar
 
Join Date: Mar 2002
Posts: 1,542
Dragonhelm Hobgoblin Soldier (Lvl 3)
Quote:
Originally Posted by Failed Saving Throw View Post
But devas, gnomes, tieflings, shifters, kalashtar, warforged (obviously), genasi and eladrin just don't belong in Dark Sun, sorry. It really screws with the flavor of the setting.
While I agree that limits can help define a setting, I also caution against overly-limiting the setting. The key is finding the balance and seeing how new races can be put into the setting.

And yes, gnomes must go. I will be very disappointed if they're kept in the setting.

Some of the others, though...give them a chance. Kalashtar are traditionally psions, so some reskinning might help them. Shifters just need some new background flavor and they could work as nomadic tribes of humanoids who have gone wild to survive. Genasi are elemental, so they seem natural to me.


Quote:
I don't think you lose much by taking these races out, because you gain setting-unique races like the mul and, to some extent, the thri-kreen.
Thri-kreen are interesting in that they're not specific to Dark Sun, but many people think they are because Dark Sun made them so iconic. It's kind of like the Realms and drow.


Quote:
Divine and Arcane power classes really have to be looked at closely in Dark Sun to determine if they really work. Paladins don't make any sense. Nor do sorcerors, avengers, warlocks and invokers. I would leave these classes on the cutting room floor. Let's remember here - the Dark Sun setting has NO GODS. And nearly all magic is under the control of extremely powerful sorceror kings.

Again, I caution against overly-limiting things. Dark Sun has no gods, but divine classes can draw power from a divine philosophy - something stated, yet never fully explored.


Quote:
I think there's actually potential for new races and classes in Dark Sun, but you have to consider, really, if they're even needed.
Agreed. I think the designers have an interesting challenge ahead. Yes, they're going back to the original boxed set (yay!), but they're also moving forward in a 4e framework. There will be mixed reactions amongst fans to be sure.
__________________
Trampas Whiteman
---DragonHelm--->



RPGs are kind of like ice cream. We may not all agree on the particular flavor, but we all like ice cream.

I disagree with the assessment that Mialee is a woman. That's a man, baby!
Dragonhelm is offline   Reply With Quote
Old 25th October 2009, 07:39 PM   #30 (permalink)
Registered User
 
JohnSnow's Avatar
 
Join Date: May 2005
Posts: 1,371
JohnSnow Goblin Sharpshooter (Lvl 2)
Based on Rodney's comments about Dark Sun being a world without gods, I think you might very well see it as a world without the divine classes. Consider this: not counting divine, the following classes are going to be available by the time this setting releases:

Arcane Classes
Wizard (PHB)
Warlock (PHB)
Swordmage (FR Player's Guide)
Sorcerer (PHB2)
Bard (PHB2)
Artificer (Eberron Player's Guide)

Martial Classes
Fighter (PHB)
Ranger (PHB)
Rogue (PHB)
Warlord (PHB)

Primal Classes
Barbarian (PHB2)
Druid (PHB2)
Shaman (PHB2)
Warden (PHB2)
Seeker (PHB3)

Shadow Classes
Assassin (DDI)

Psionic Classes
Monk (PHB3)
Psion (PHB3)
Unnamed Psionic Defender*
Unnamed Psionic Leader*
Unnamed Psionic Ranged Striker*

*Pure speculation on my part, but I bet I'm right.

Assuming that there aren't any others, that's 20(!) classes, with options for controllers (4), strikers (8!), leaders (4), and defenders (4). Even if you decide Artificers are a bad fit for Athas, that's still plenty of classes. And I think a ranged Primal Striker is a possibility. And, assuming they hold true to the past, there should be a new class introduced in the Dark Sun Player's Guide. Templar, maybe?

Now, can you make divine classes work in Athas? I suppose. But are they, strictly speaking, necessary for variety? Clearly not.

Last edited by JohnSnow; 25th October 2009 at 07:47 PM.. Reason: Remembered that Seeker is a Controller, so edited final numbers accordingly.
JohnSnow is offline   Reply With Quote
Old 25th October 2009, 07:58 PM   #31 (permalink)
Registered User
 
Dragonhelm's Avatar
 
Join Date: Mar 2002
Posts: 1,542
Dragonhelm Hobgoblin Soldier (Lvl 3)
Quote:
Originally Posted by JohnSnow View Post
And, assuming they hold true to the past, there should be a new class introduced in the Dark Sun Player's Guide. Templar, maybe?
WotC has said it won't be doing a new class for Dark Sun, though it sounds as if there will be some nifty new options.

Quote:
Now, can you make divine classes work in Athas? I suppose. But are they, strictly speaking, necessary for variety? Clearly not.
The inclusion of roles in the game really allows for setting customization. No longer is the cleric necessary as we have other leader types to fill that role. The cool part is that you can drop an entire power source if it doesn't fit your setting and be okay.

My hope is that, after seeing inclusive worlds like the Realms and Eberron, they will explore how excluding some elements from a setting can add to the flavor.
__________________
Trampas Whiteman
---DragonHelm--->



RPGs are kind of like ice cream. We may not all agree on the particular flavor, but we all like ice cream.

I disagree with the assessment that Mialee is a woman. That's a man, baby!
Dragonhelm is offline   Reply With Quote
Old 25th October 2009, 08:06 PM   #32 (permalink)
Registered User
 
JohnSnow's Avatar
 
Join Date: May 2005
Posts: 1,371
JohnSnow Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Dragonhelm View Post
WotC has said it won't be doing a new class for Dark Sun, though it sounds as if there will be some nifty new options.



The inclusion of roles in the game really allows for setting customization. No longer is the cleric necessary as we have other leader types to fill that role. The cool part is that you can drop an entire power source if it doesn't fit your setting and be okay.

My hope is that, after seeing inclusive worlds like the Realms and Eberron, they will explore how excluding some elements from a setting can add to the flavor.
Ah, no new class. Didn't realize that. I guess I missed that commentary.

On the subject of dropping an entire power source, (lead Dark Sun designer) Rodney "Moridin" Thompson said something similar on his blog about running a Dark Sun adventure. I wonder if we can take that as a more definitive "hint."
JohnSnow is offline   Reply With Quote
Old 25th October 2009, 08:10 PM   #33 (permalink)
Squirrelly Dad
 
Join Date: Jun 2002
Location: Louisville KY
Posts: 1,453
SSquirrel Goblin Sharpshooter (Lvl 2)
Send a message via AIM to SSquirrel Send a message via Yahoo to SSquirrel
Quote:
Originally Posted by Failed Saving Throw View Post
Why is it so difficult for the Wizards design team to simply say: "Race X and Y and Class Z are not found in Dark Sun?"
B/c they did that in 2E and it didn't sell well. 4E is all about opening possibilities, not saying no.

Quote:
Originally Posted by Failed Saving Throw View Post
Playing a campaign setting with a completely different spin on things was entirely the point of embracing Dark Sun. So I think people should go into it with the understanding that they have to check a lot of things at the door.
You can have a different spin on things and still allow races and classes. They have already said some of these races and such will be listed as pretty rare.

Quote:
Originally Posted by Failed Saving Throw View Post
Playing dragonborn are okay if you actually modify the race to make them Dray. Along similar lines, I would allow goliaths by changing them to Half-Giants.

But devas, gnomes, tieflings, shifters, kalashtar, warforged (obviously), genasi and eladrin just don't belong in Dark Sun, sorry. It really screws with the flavor of the setting.
Someone talked in another DS thread about the idea of Warforged crafted from stone and bone and such. Would be a very DS spin on Warforged and IMO sounds pretty darn cool. People are also quick to bring up the tower that mutates things that come near it, so rare/unique race examples wandering out of the desert is par for the course.

Quote:
Originally Posted by Failed Saving Throw View Post
And wizards should be divided into two specific classes - the defiler and the preserver.
Defilers and Preservers in 2E cast all the same spells, the only difference was if they caused environmental damage or not, plus the faster leveling for Defilers. 2 different classes are not needed. Bonus feat if you decide to be a Preserver that allows you to not destroy the environment. Or just say all Arcane casters inherently destroy the environment and you have to spend a feat to gain Preserving.
__________________
Hagen

Ptolusmus was August 5th, 2006
Ptolus #364
SSquirrel is offline   Reply With Quote
Old 25th October 2009, 08:35 PM   #34 (permalink)
Wik
Registered User
 
Wik's Avatar
 
Join Date: May 2006
Location: Vancouver Island, B.C.
Posts: 3,909
Wik Hobgoblin Soldier (Lvl 3)
Defilers were only a seperate class in the original boxed set; the revision lumped them together, and made the choice of whether to defile or preserve up to the PC. (the more you defile, though, the harder it is to stop).

The revision also got rid of specialty wizards (they were there in the original setting).

I prefer the original, simpler take of the original set, in regards to 2e. But I think the revised setup would actually work better for fourth edition. Grant a flat bonus for defiling, and leave it at that - if you defile, you get a mechanical benefit, but also suffer in that your casting is more overt.
__________________
Current Campaign: The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.

Check out my (non-gaming)blog!

Play By Posts

Sadly, currently on hiatus. I blame the government and the school system. No, really, I do.
Wik is offline   Reply With Quote
Old 26th October 2009, 12:24 AM   #35 (permalink)
Registered User
 
Join Date: May 2002
Location: Twin Cities, Minnesota
Posts: 1,998
Eric Anondson Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Failed Saving Throw View Post
But devas, gnomes, tieflings, shifters, kalashtar, warforged (obviously), genasi and eladrin just don't belong in Dark Sun, sorry. It really screws with the flavor of the setting.
Dwarves with beards screw with the flavor of the setting. Elves living in forests screw with the flavor of the setting.

And they aren't in Dark Sun despite those being the core representation of those races.

Your reflexive opposition seems to be based on those races being placed on Athas "as is". Why do you assume any of those races would be "as is"? Can you not imagine some interesting twist upon any of those races to make them fit? I can for every single one, except gnomes. Gnomes were exterminated and deserve to stay that way.

Here is some fluff I came up with to get deva to fit Athas.
As a consequence of the primordials victory, the Gray envelopes Athas cutting off the flow of souls to the realms of the gods. But there was one temple village devoted to a good god whose followers fought against the armies of the Champions of Rajaat; they were distraught at the thought of never achieving an afterlife but dissolving into nothingness. The followers were hopeful that their gods lack of communication doesn't mean their god is dead, but just cut off and will contact them again some day. Know that waiting for their god to return, every day their souls would dissolve into the Gray when they died, they perform an epic ritual that would defy the fate the Gray so that they would be there when their god returned.

As a consequence of the ritual, upon death, any soul a person from this temple village would avoid the Gray and instead reincarnate at a site holy to their faith. With the ritual in place, none of the affected followers can have children. With each reincarnation, memories of their past become dimmer and dimmer.

Calling themselves devas, today, their numbers had ever been few, and fewer yet have any remaining memory of where the original temple village was or if any devas still live there. After centuries of reincarnations, most devas consider themselves trapped in an unending cycle, cursed by memories of a naïve past that couldn't have imagined living in a world they are doomed to live in today. Many are resentful of their past, the decisions of those who doomed them to this eternal life, and resentful of those who are not cursed to relive life on Athas over and over.

While some devas have been broken and follow paths like defiling, seeking to destroy everything they can grasp, other devas have overcome the overwhelming burden of their memories and pursue paths of druidism to caretake the planet for future reincarnations.
__________________
  • Do you have the patience to teach 4e or WHFRP2 to a longtime gamer?
  • Are you in a group playing D20 or 3e and need an extra?
  • Does your group play a campaign using BECMI/Rules Compendium and could use another player?
I'm looking for a group in the Twin Cities.
Eric Anondson is offline   Reply With Quote
Old 26th October 2009, 01:10 AM   #36 (permalink)
Registered User
 
Kobold Avenger's Avatar
 
Join Date: Jan 2002
Location: Canada
Posts: 1,387
Kobold Avenger has disabled Experience Points
There's the Villichi, though they were introduced as a reclusive all-female race in Dark Sun, chances are they could be retconned into being the Devas.

And there's the humanoids of the Elemental Planes known as the Ruvkova, they sound a lot like Genasi to me.
Kobold Avenger is offline   Reply With Quote
Old 27th October 2009, 12:52 PM   #37 (permalink)
Registered User
 
Failed Saving Throw's Avatar
 
Join Date: Sep 2006
Posts: 41
Failed Saving Throw Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Eric Anondson View Post
Your reflexive opposition seems to be based on those races being placed on Athas "as is". Why do you assume any of those races would be "as is"? Can you not imagine some interesting twist upon any of those races to make them fit? I can for every single one, except gnomes. Gnomes were exterminated and deserve to stay that way.
Really, it's a lack of faith in WoTC's writers to do races and classes in a way that correctly presents the original atmosphere of the Athas. It's too easy to simply include all 4E races and classes in Dark Sun by just playing some kind of opposite game with them. That was never what Dark Sun was about. The races that were included were the way they were for a specific reason. Personally I think it's more interesting to have races that have been wiped out rather than reduce a few of them to "small pockets here and there that have changed a bit but still carry on." Why bother?
Failed Saving Throw is offline   Reply With Quote
Old 27th October 2009, 02:16 PM   #38 (permalink)
Arch Chancellor
 
Mustrum_Ridcully's Avatar
 
Join Date: Jan 2002
Location: Oldenburg, Germany
Posts: 12,872
Mustrum_Ridcully Snaketongue Initiate (Lvl 7)Mustrum_Ridcully Snaketongue Initiate (Lvl 7)
Quote:
Originally Posted by amysrevenge View Post
I'm 99% on board with 4E Darksun.

My last lingering concern is that one of the central conceits isn't exactly as valid anymore. It's only a minor thing, but it's been bothering me for a while.

When the first version of DarkSun came out, mages were the kings of D&D. High level mages clearly outclassed all other beings, and wielded forces few could even comprehend. It made sense, then, to form a world partly around the concept that mages and arcanists could, as central, powerful figures in the world, drain it of most of its life force.

4E, however, has in many ways removed the primacy of Arcane power. High level wizards are no more, or less, powerful than other high level characters or monsters. Without the previous experience under our belts of earlier editions of D&D or Darksun, the choice of Arcanists as the source of these woes might seem random and arbitrary.

Basically, in the old days the answer to the question "Why didn't someone stop those mage guys from doing this?" was obvious - they simply didn't have the raw power to do it. Today, the answer to that question is more difficult to form without resorting to fiat.

I'm not super worried about this, just putting it out there.
All they need to be more powerful is to have a higher level. Even before 4E, a spellcaster was only really more powerful than non-spellcasters at higher levels.
__________________
Mustrum "Gummibärchen helfen auch" Ridcully

Thoughts of the Arch Chancellor - My weblog on EN World
- containing game related material, like: house rules, design theories, reviews, play reports, adventure ideas

Secret Member of <Think we would just hide our secret with a spoiler tag, eh?>
Mustrum_Ridcully is online now   Reply With Quote
Old 27th October 2009, 02:23 PM   #39 (permalink)
Registered User
 
CapnZapp's Avatar
 
Join Date: Jun 2003
Posts: 1,844
CapnZapp Hobgoblin Soldier (Lvl 3)
What Ridcully said.

How character X of level N is finally about equal in personal power to character Y also of level N regardless of the values of X and Y is a good thing.
CapnZapp is offline   Reply With Quote
Old 27th October 2009, 03:56 PM   #40 (permalink)
One of us...
 
Storminator's Avatar
 
Join Date: Jan 2002
Location: Dracut, Mass
Posts: 2,772
Storminator Hobgoblin Soldier (Lvl 3)
Quote:
Originally Posted by Eric Anondson View Post
As a consequence of the primordials victory, the Gray envelopes Athas cutting off the flow of souls to the realms of the gods. But there was one temple village devoted to a good god whose followers fought against the armies of the Champions of Rajaat; they were distraught at the thought of never achieving an afterlife but dissolving into nothingness. The followers were hopeful that their gods lack of communication doesn't mean their god is dead, but just cut off and will contact them again some day. Know that waiting for their god to return, every day their souls would dissolve into the Gray when they died, they perform an epic ritual that would defy the fate the Gray so that they would be there when their god returned.

As a consequence of the ritual, upon death, any soul a person from this temple village would avoid the Gray and instead reincarnate at a site holy to their faith. With the ritual in place, none of the affected followers can have children. With each reincarnation, memories of their past become dimmer and dimmer.

Calling themselves devas, today, their numbers had ever been few, and fewer yet have any remaining memory of where the original temple village was or if any devas still live there. After centuries of reincarnations, most devas consider themselves trapped in an unending cycle, cursed by memories of a naïve past that couldn't have imagined living in a world they are doomed to live in today. Many are resentful of their past, the decisions of those who doomed them to this eternal life, and resentful of those who are not cursed to relive life on Athas over and over.

While some devas have been broken and follow paths like defiling, seeking to destroy everything they can grasp, other devas have overcome the overwhelming burden of their memories and pursue paths of druidism to caretake the planet for future reincarnations.
That's an awesome take on Devas. I love the bitterness. That's the essence of Dark Sun.

PS
__________________
You can clean up vomit, but data is always messy. - Storm's Law

I don't care if you light his face on fire and put it out with an anvil... - A. Taylor
Storminator is offline   Reply With Quote


Bookmarks

Tags
dark sun, dragonborn

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 04:32 PM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.