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<blockquote data-quote="Shiroiken" data-source="post: 8004160" data-attributes="member: 6775477"><p>I'm not quite as familiar with Dark Sun, but I did play a 4E campaign of it. There was a good list of backgrounds in the campaign book, IIRC, and it was set pre-novels. Putting them in the pits is a good starting setup, since it forces them together to survive (a common theme for Dark Sun), but it does create a few issues. Something to be aware of, at least for 5E, is that clerics don't really need a holy symbol except to use Channel Divinity (or to cast a spell that specifically uses a holy symbol as the material component)... they just need the listed material components. </p><p></p><p>As for a wizard/preserver... this is tricky. We had a DM that ran us in a slave campaign during 3E, and it didn't go well for the wizard. We were told about the campaign setup in advance, so it was the player's fault, but it still made him unhappy for the campaign (which tragically ended on session 4 when we made a break for it and were slaughtered). Another option for the wizard than tattoos would be runestones (if he has a sling, people will think they're for it, even if he never uses them that way). </p><p></p><p>I have no idea about how people can tell the difference between spellcasting, preserving, defiling, and psionics. As I didn't play in 2E I'm just not familiar with it, while 4E deliberately glossed over it for gameplay balance. Making the slave quarters magic null would be a good idea to prevent escapes, but the area itself should only limit magic from escaping. Such abilities make for a better show, and it also prevents the spellcasters from feeling worthless.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8004160, member: 6775477"] I'm not quite as familiar with Dark Sun, but I did play a 4E campaign of it. There was a good list of backgrounds in the campaign book, IIRC, and it was set pre-novels. Putting them in the pits is a good starting setup, since it forces them together to survive (a common theme for Dark Sun), but it does create a few issues. Something to be aware of, at least for 5E, is that clerics don't really need a holy symbol except to use Channel Divinity (or to cast a spell that specifically uses a holy symbol as the material component)... they just need the listed material components. As for a wizard/preserver... this is tricky. We had a DM that ran us in a slave campaign during 3E, and it didn't go well for the wizard. We were told about the campaign setup in advance, so it was the player's fault, but it still made him unhappy for the campaign (which tragically ended on session 4 when we made a break for it and were slaughtered). Another option for the wizard than tattoos would be runestones (if he has a sling, people will think they're for it, even if he never uses them that way). I have no idea about how people can tell the difference between spellcasting, preserving, defiling, and psionics. As I didn't play in 2E I'm just not familiar with it, while 4E deliberately glossed over it for gameplay balance. Making the slave quarters magic null would be a good idea to prevent escapes, but the area itself should only limit magic from escaping. Such abilities make for a better show, and it also prevents the spellcasters from feeling worthless. [/QUOTE]
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