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<blockquote data-quote="Wik" data-source="post: 6634588" data-attributes="member: 40177"><p>(Edit: Sorry [MENTION=6778305]Redthistle[/MENTION], I didn't mean to "laugh" at your post. Hit the wrong button!)</p><p></p><p>A few thoughts as I read through this (excellent!) PDF. </p><p></p><p>1. Dwarven Focus seems a little off. a +1 bonus is nice and all, but that whole "1 level of exhaustion each week the dwarf doesn't follow his focus" thing is HARSH. WHat this would mean in play is that the game is always about the dwarf... and if it's not about the dwarf, the dwarf suffers. Why not just a flat penalty, say, -2? That's much less game-changing. Personally, though, I'd lay back on the dwarven focus stuff. It always seemed a bit weird to me. </p><p></p><p>2. I like your half-giant, but their weapon use ability could benefit from a rewrite for clarity. </p><p></p><p>3. Halflings get waaay too many skills. Basically, a halfling bard could now begin play skilled in EIGHT skills! And I'm not sure why they get this ability. How does this link up to athasian canon? Were it me, I'd change the perception skill to insight (seems more athasian halfling to me), and get rid of the skill versatility ability and instead give them a speed of 30 feet and advantage on saves versus poison. </p><p></p><p>4. Why do MULS get perception as a bonus skill? That brings the number of races that have this up to three. I'd either give a mul athletics as a bonus skill, or give them another ability. Their inexhaustible ability is pretty neat, and thematic. I like. </p><p></p><p>5. Thri-kreen are pretty amazing. I'd drop their free stealth skill, and completely lose the "sleepless" ability, instead saying something like "thri-kreen are awake during a long rest". Otherwise, you're giving them the ability to do two adventuring days while everyone else does one! That's WAY too powerful. </p><p></p><p>6. I do like seeing the Athas.org bard resurface once more. Not sure about the mechanics, but damn it's cool to see again. </p><p></p><p>7. Psions. I'm notoriously anti psionic. I think Dark Sun can be run without psionics (and will do so, for my OWN conversion to 5e). PErsonally, Ithink you're biting off a huge chunk by trying to do psionics rules, but good luck to you. </p><p></p><p>8. The defiling rules look pretty similar to what I'd do, but I'm not sure about nixing the current specializations in favour of a boolean preserver/defiler choice. Just not a huge fan of the effects on the game by doing so.... it makes the decision whether or not to defile already made for you, 95% of the time. If it's always an option for your diviner/abjurer/whatever, it's a lot more flavourful and fun. </p><p></p><p>9. Caravan Guard's mechanics don't make sense. Why not make the tool proficiencies "Land Vehicles", and either grant an extra language, OR something like "Artisan's tools (Cook)?" or Gaming TOols (your choice)? </p><p></p><p>10. Scribe is also broken - no background should grant common as one of the bonus languages. Change it to "one additional language of your choice".</p><p></p><p>11. Escaped Slave needs one more tool proficiency or language. Personally, I'd go with gaming tools, or some sort of profession tool (your choice). I'd also drop the word "untrained" from the background title. </p><p></p><p>12. Weapons seem good so far. I like em. </p><p></p><p>13. Might I suggest you add a rule somewhere that curbs the use of create water spells? A good thing to keep in mind. </p><p></p><p>All in all, it's a great start. I'm excited to see how this works in play!</p></blockquote><p></p>
[QUOTE="Wik, post: 6634588, member: 40177"] (Edit: Sorry [MENTION=6778305]Redthistle[/MENTION], I didn't mean to "laugh" at your post. Hit the wrong button!) A few thoughts as I read through this (excellent!) PDF. 1. Dwarven Focus seems a little off. a +1 bonus is nice and all, but that whole "1 level of exhaustion each week the dwarf doesn't follow his focus" thing is HARSH. WHat this would mean in play is that the game is always about the dwarf... and if it's not about the dwarf, the dwarf suffers. Why not just a flat penalty, say, -2? That's much less game-changing. Personally, though, I'd lay back on the dwarven focus stuff. It always seemed a bit weird to me. 2. I like your half-giant, but their weapon use ability could benefit from a rewrite for clarity. 3. Halflings get waaay too many skills. Basically, a halfling bard could now begin play skilled in EIGHT skills! And I'm not sure why they get this ability. How does this link up to athasian canon? Were it me, I'd change the perception skill to insight (seems more athasian halfling to me), and get rid of the skill versatility ability and instead give them a speed of 30 feet and advantage on saves versus poison. 4. Why do MULS get perception as a bonus skill? That brings the number of races that have this up to three. I'd either give a mul athletics as a bonus skill, or give them another ability. Their inexhaustible ability is pretty neat, and thematic. I like. 5. Thri-kreen are pretty amazing. I'd drop their free stealth skill, and completely lose the "sleepless" ability, instead saying something like "thri-kreen are awake during a long rest". Otherwise, you're giving them the ability to do two adventuring days while everyone else does one! That's WAY too powerful. 6. I do like seeing the Athas.org bard resurface once more. Not sure about the mechanics, but damn it's cool to see again. 7. Psions. I'm notoriously anti psionic. I think Dark Sun can be run without psionics (and will do so, for my OWN conversion to 5e). PErsonally, Ithink you're biting off a huge chunk by trying to do psionics rules, but good luck to you. 8. The defiling rules look pretty similar to what I'd do, but I'm not sure about nixing the current specializations in favour of a boolean preserver/defiler choice. Just not a huge fan of the effects on the game by doing so.... it makes the decision whether or not to defile already made for you, 95% of the time. If it's always an option for your diviner/abjurer/whatever, it's a lot more flavourful and fun. 9. Caravan Guard's mechanics don't make sense. Why not make the tool proficiencies "Land Vehicles", and either grant an extra language, OR something like "Artisan's tools (Cook)?" or Gaming TOols (your choice)? 10. Scribe is also broken - no background should grant common as one of the bonus languages. Change it to "one additional language of your choice". 11. Escaped Slave needs one more tool proficiency or language. Personally, I'd go with gaming tools, or some sort of profession tool (your choice). I'd also drop the word "untrained" from the background title. 12. Weapons seem good so far. I like em. 13. Might I suggest you add a rule somewhere that curbs the use of create water spells? A good thing to keep in mind. All in all, it's a great start. I'm excited to see how this works in play! [/QUOTE]
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