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[WOIN] Dark Sun
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<blockquote data-quote="JohnLynch" data-source="post: 6885480" data-attributes="member: 6749563"><p>For 8 years I've been looking for a rule set that would allow me to play a game in the Dark Sun world I envision after reading the books. Unfortunately D&D and it's derivatives have left me unhappy for various reasons (with 4e coming the closest to working for me). I think WOIN could actually handle my interpretation of Dark Sun so I'll start posting my conversions.</p><p></p><p>Half-Giant</p><p>Size: Large</p><p>Attributes: +4 Strength, +2 Endurance, +2 Psionics, -2 Logic, -2 Charisma</p><p></p><p></p><p>Gullible. Easily tricked, Half-Giants take a permanent -1d6 penalty to detect deception.</p><p>Dull-witted. Although slow-witted, Half-Giant minds are hard to penetrate. They gain a +4 bonus to MENTAL DEFENSE.</p><p>Brawny. Half-Giants increase their carrying capacity by 50%.</p><p></p><p>---</p><p>just something I quickly whipped up. WOIN has a lot less negative penalties to stats so it took me a bit together the stat modifiers working. +4 Strength is really only +1d6 and the bonus decreases as you get higher in level. This is clearly a tweaked version of the Ogron. I'd be interested in feedback. This is just a "whenever I have a spare five minutes" project <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="JohnLynch, post: 6885480, member: 6749563"] For 8 years I've been looking for a rule set that would allow me to play a game in the Dark Sun world I envision after reading the books. Unfortunately D&D and it's derivatives have left me unhappy for various reasons (with 4e coming the closest to working for me). I think WOIN could actually handle my interpretation of Dark Sun so I'll start posting my conversions. Half-Giant Size: Large Attributes: +4 Strength, +2 Endurance, +2 Psionics, -2 Logic, -2 Charisma Gullible. Easily tricked, Half-Giants take a permanent -1d6 penalty to detect deception. Dull-witted. Although slow-witted, Half-Giant minds are hard to penetrate. They gain a +4 bonus to MENTAL DEFENSE. Brawny. Half-Giants increase their carrying capacity by 50%. --- just something I quickly whipped up. WOIN has a lot less negative penalties to stats so it took me a bit together the stat modifiers working. +4 Strength is really only +1d6 and the bonus decreases as you get higher in level. This is clearly a tweaked version of the Ogron. I'd be interested in feedback. This is just a "whenever I have a spare five minutes" project ;) [/QUOTE]
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