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<blockquote data-quote="Dausuul" data-source="post: 4165609" data-attributes="member: 58197"><p>Well, the point was not to make it particularly burdensome to become a preserver. Remember that the standard D&D wizard <em>is</em> effectively a preserver; requiring a feat to get to where the standard D&D wizard already is has the effect of nerfing the wizard. One feat isn't too bad, especially since 4E feats are both more common and less potent than 3E feats. But if it takes multiple feats just to reach the level you're already supposed to be at according to the Player's Handbook, that hits preservers pretty hard.</p><p></p><p>My idea with the Defiler/Preserver Mastery feats was to make it possible to be either a defiler or a preserver, without having a major impact on game balance; and at the same time, to provide an avenue for preservers to "turn to the Dark Side," an avenue which is constantly tempting but not crazy overpowered.</p><p></p><p></p><p></p><p>Muls, maybe; might use hobgoblin stats for them. Thri-kreen, probably not, unless somebody <em>really</em> wants to play a giant bug.</p><p></p><p></p><p></p><p>This is a distinct possibility... heck, dragonborn might replace both. It's quite possible that dragonborn could be both elite warriors in the sorceror-kings' armies <em>and</em> masters of the gladiatorial arena.</p><p></p><p></p><p></p><p>You think? Elves have all those ranger-type special abilities...</p><p></p><p></p><p></p><p>Keep in mind that tieflings are not just "random race #5." They have a distinct flavor, reinforced by their special abilities. I thought it was a good idea to suggest a dark origin for them, hence the link to a mysterious dead city.</p><p></p><p></p><p></p><p>I'd prefer not to cut any of the basic races or classes out of the setting altogether. Elemental clerics are kind of a kludge though. Perhaps clerics and paladins draw power from the moons?</p><p></p><p></p><p></p><p>Man, I love me some cannibal halflings. They may be my favorite part of the whole setting.</p><p></p><p></p><p></p><p>I don't see healing as necessarily an important part of the templar class, though. In fact, it seems slightly inappropriate. Templars are agents of the sorceror-kings; they're not very nice people. The warlock flavor seems to fit them a lot better.</p><p></p><p></p><p></p><p>I'd like a WotC update too, but we're not gonna get it till 2010 at the earliest, and I'd rather not wait that long. Anyway, I'm not proposing this as The Universal Authoritative 4E Dark Sun. I'm looking for something that works at my gaming table, and maybe at other people's too. If you like some of my ideas, by all means use 'em, but I see nothing wrong with everyone having their own opinion on exactly what 4E Dark Sun ought to look like.</p><p></p><p></p><p></p><p>That kind of messes with the math though, because it means defilers are getting +2 across the board. It also does away with the whole defiler/preserver distinction--you can use either one at will.</p><p></p><p>But maybe the Preserver/Defiler Mastery feats should instead be wizard class features, where you pick one at first level, as Vagabundo suggested.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4165609, member: 58197"] Well, the point was not to make it particularly burdensome to become a preserver. Remember that the standard D&D wizard [i]is[/i] effectively a preserver; requiring a feat to get to where the standard D&D wizard already is has the effect of nerfing the wizard. One feat isn't too bad, especially since 4E feats are both more common and less potent than 3E feats. But if it takes multiple feats just to reach the level you're already supposed to be at according to the Player's Handbook, that hits preservers pretty hard. My idea with the Defiler/Preserver Mastery feats was to make it possible to be either a defiler or a preserver, without having a major impact on game balance; and at the same time, to provide an avenue for preservers to "turn to the Dark Side," an avenue which is constantly tempting but not crazy overpowered. Muls, maybe; might use hobgoblin stats for them. Thri-kreen, probably not, unless somebody [i]really[/i] wants to play a giant bug. This is a distinct possibility... heck, dragonborn might replace both. It's quite possible that dragonborn could be both elite warriors in the sorceror-kings' armies [i]and[/i] masters of the gladiatorial arena. You think? Elves have all those ranger-type special abilities... Keep in mind that tieflings are not just "random race #5." They have a distinct flavor, reinforced by their special abilities. I thought it was a good idea to suggest a dark origin for them, hence the link to a mysterious dead city. I'd prefer not to cut any of the basic races or classes out of the setting altogether. Elemental clerics are kind of a kludge though. Perhaps clerics and paladins draw power from the moons? Man, I love me some cannibal halflings. They may be my favorite part of the whole setting. I don't see healing as necessarily an important part of the templar class, though. In fact, it seems slightly inappropriate. Templars are agents of the sorceror-kings; they're not very nice people. The warlock flavor seems to fit them a lot better. I'd like a WotC update too, but we're not gonna get it till 2010 at the earliest, and I'd rather not wait that long. Anyway, I'm not proposing this as The Universal Authoritative 4E Dark Sun. I'm looking for something that works at my gaming table, and maybe at other people's too. If you like some of my ideas, by all means use 'em, but I see nothing wrong with everyone having their own opinion on exactly what 4E Dark Sun ought to look like. That kind of messes with the math though, because it means defilers are getting +2 across the board. It also does away with the whole defiler/preserver distinction--you can use either one at will. But maybe the Preserver/Defiler Mastery feats should instead be wizard class features, where you pick one at first level, as Vagabundo suggested. [/QUOTE]
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