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How would you re-envision Darksun with 4e?
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<blockquote data-quote="Hawke" data-source="post: 4202845" data-attributes="member: 61721"><p>It's interesting thing to look into... I never ran my games with PC Defilers so the RP element was enough to make them enemies. In 4E, when you're having player characters I think the best bet would be causing random penalties to your allies or yourself as your power sucks energy away. The flip side to balance the potential penalty of Defilers vs. Preservers could be free metamagic feats to defilers that allow them to expand and enhance their powers. Not sure how the balance would work, but I'm sure you could zero in on a medium that doesn't necessarily make Defilers "better" but those that play with fire and can easily outpace a preserver but could get burned as a result. The debate would be whether or not you want Defilers to be a separate class with separate powers or what I'd probably prefer, a template you apply to a Wizard/Warlock. Example penalties could include:</p><p></p><p>You could even make a critical failure a miss and do necrotic damage to an ally or yourself. </p><p></p><p>You could make any encounter/daily powers automatically destroy any food or water that your party or the enemies have. While that might not be a huge thing in normal D&D, in the tablelands that could spell certain death.</p><p></p><p>Other ideas here would work well, I think. For instance if BB/LG's recharge idea could be applied giving Defilers a high recharge at a penalty of potentially causing bad things to happen. Epic level Defilers could have paths or feats that would begin negating/controlling the defiler stuff just as the feats existed to do so in Athas.org 3.5 Dark Sun version.</p><p></p><p>---</p><p></p><p>Elemental Clerics will be pretty cool... probably a separate class. With the removal of domains it makes it a bit rougher, but you could always just allow extra powers and disallow other powers, but it just seems like completely redoing it might be better off. It might even make sense to change them from Leaders to strikers or controllers to differentiate them from their Pelor loving cousins.</p><p></p><p>Warlords are very similar to Gladiators in my mind... in fact we're finishing the current arc and shelving DS in my current game. I'm playing the last few adventures with hybrid 4E created 1st level characters and I simply copied the Warlord for the Gladiator PC. We'll switch to a new setting come June.</p><p></p><p>Races should be pretty awesome... Thri-kreen, Pterran, Aaracokra, Mul racial abilities should all work out really well. I can't wait to see the Thri-Kreen, with the racial powers I think you can make them seem really unique without having to hide it through hours of obscure math. I'm curious if they'll try and fit Tieflings, Eladrin, and Dragonborn into the core classes or not. Dragonborn would be the easiest, and some easy fudging could get Eladrin in but their connection to the feywild seems out of place with DS while Elves seem to fit better to their DS counterparts than in 3.5. Tieflings - gosh, I don't know. I can't see them being a super common race in the tablelands but perhaps a few from far off or I could see a Tiefling Queen of some small fotress well away from any of the city-states that would gobble her up? I'd love to hear some thoughts about this...</p><p></p><p>Things I haven't worked out yet: How to best handle a system that really wares the players down due to heat and other elemental problems in post-apocalyptic fantasy. Some sort of fatigue system that causes players to temporarily lose daily powers or lessen the effect of encounter powers based on supplies, fatigue, heat, slavery, etc. would be interesting. The no-metal weapons or heavy armor kind of loses some flair because 1/2 level is added all over the place which is designed to make regular D&D easier to run but requires some further tweaking to make DS have the crunch-feel that the fluff-feel so wants... though one thing that would really work well is your Weapon or Implement breaking and suddenly half your powers are no longer functional - that's a 4E addition that potentially has stronger effects than the counterparts in 3.5.</p><p></p><p>Skill challenges: oh gosh, I can't wait to run some endurance/survival challenges. It seems perfect for a long trek/chase, trying to simply survive being in a city where templars are looking out to get you for any reason, to keep away from templars in Gulg trying to scan your mind, to deal with the difficulties of slavery. All of these could have some of the negative effects above if failed.</p></blockquote><p></p>
[QUOTE="Hawke, post: 4202845, member: 61721"] It's interesting thing to look into... I never ran my games with PC Defilers so the RP element was enough to make them enemies. In 4E, when you're having player characters I think the best bet would be causing random penalties to your allies or yourself as your power sucks energy away. The flip side to balance the potential penalty of Defilers vs. Preservers could be free metamagic feats to defilers that allow them to expand and enhance their powers. Not sure how the balance would work, but I'm sure you could zero in on a medium that doesn't necessarily make Defilers "better" but those that play with fire and can easily outpace a preserver but could get burned as a result. The debate would be whether or not you want Defilers to be a separate class with separate powers or what I'd probably prefer, a template you apply to a Wizard/Warlock. Example penalties could include: You could even make a critical failure a miss and do necrotic damage to an ally or yourself. You could make any encounter/daily powers automatically destroy any food or water that your party or the enemies have. While that might not be a huge thing in normal D&D, in the tablelands that could spell certain death. Other ideas here would work well, I think. For instance if BB/LG's recharge idea could be applied giving Defilers a high recharge at a penalty of potentially causing bad things to happen. Epic level Defilers could have paths or feats that would begin negating/controlling the defiler stuff just as the feats existed to do so in Athas.org 3.5 Dark Sun version. --- Elemental Clerics will be pretty cool... probably a separate class. With the removal of domains it makes it a bit rougher, but you could always just allow extra powers and disallow other powers, but it just seems like completely redoing it might be better off. It might even make sense to change them from Leaders to strikers or controllers to differentiate them from their Pelor loving cousins. Warlords are very similar to Gladiators in my mind... in fact we're finishing the current arc and shelving DS in my current game. I'm playing the last few adventures with hybrid 4E created 1st level characters and I simply copied the Warlord for the Gladiator PC. We'll switch to a new setting come June. Races should be pretty awesome... Thri-kreen, Pterran, Aaracokra, Mul racial abilities should all work out really well. I can't wait to see the Thri-Kreen, with the racial powers I think you can make them seem really unique without having to hide it through hours of obscure math. I'm curious if they'll try and fit Tieflings, Eladrin, and Dragonborn into the core classes or not. Dragonborn would be the easiest, and some easy fudging could get Eladrin in but their connection to the feywild seems out of place with DS while Elves seem to fit better to their DS counterparts than in 3.5. Tieflings - gosh, I don't know. I can't see them being a super common race in the tablelands but perhaps a few from far off or I could see a Tiefling Queen of some small fotress well away from any of the city-states that would gobble her up? I'd love to hear some thoughts about this... Things I haven't worked out yet: How to best handle a system that really wares the players down due to heat and other elemental problems in post-apocalyptic fantasy. Some sort of fatigue system that causes players to temporarily lose daily powers or lessen the effect of encounter powers based on supplies, fatigue, heat, slavery, etc. would be interesting. The no-metal weapons or heavy armor kind of loses some flair because 1/2 level is added all over the place which is designed to make regular D&D easier to run but requires some further tweaking to make DS have the crunch-feel that the fluff-feel so wants... though one thing that would really work well is your Weapon or Implement breaking and suddenly half your powers are no longer functional - that's a 4E addition that potentially has stronger effects than the counterparts in 3.5. Skill challenges: oh gosh, I can't wait to run some endurance/survival challenges. It seems perfect for a long trek/chase, trying to simply survive being in a city where templars are looking out to get you for any reason, to keep away from templars in Gulg trying to scan your mind, to deal with the difficulties of slavery. All of these could have some of the negative effects above if failed. [/QUOTE]
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How would you re-envision Darksun with 4e?
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