Themes: What's the Catch?

TarionzCousin

Second Most Angelic Devil Ever
Themes are a new element for 4E as presented in the Dark Sun Campaign Guide. They give you some new powers.

So... what's the catch? What is the drawback? Are they a free add-on for characters?



How soon before we see more official/unofficial themes?
 

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I haven't personally had a chance to read through the Dark Sun material yet, but my understanding is that yes, themes are just a bonus add-on. I've heard some people describing it as being a minor throwback to the old days of Dark Sun where characters started at third level because the world was so deadly to first-level characters. In the new Dark Sun, you start with a bonus encounter power, which is normally something you would get at third level.

I see them as being a little bit like backgrounds in that they add something to the character's flavor and also a mechanical bonus. I also think it's power creep. Sigh.
 

Yup, they're basically a free power. I believe the balance rationale states that because magical items will be rarer in Dark Sun, these are to compensate for the lack of encounter/daily powers the items will give you. It hasn't been directly stated, but I think that's basically it.
 

You don't want your players to have them, they don't get them. I mean, it seems to be assumed for Dark Sun, but I'm pretty certain that when they're presented for generic D&D they'll be presented as a variant.

Personally, I think they're great. I can't wait for non-Athasian themes, and I'm thinking about joining in on that Eberron Themes thread in house rules. :cool:
 
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Themes are a new element for 4E as presented in the Dark Sun Campaign Guide. They give you some new powers.

So... what's the catch? What is the drawback? Are they a free add-on for characters?



How soon before we see more official/unofficial themes?
Themes are optional. If you allow them, they give a free power at 1st level (further powers must be taken, as usual). Themes also add a power source to the character, which might allow the character to qualify for stuff.
 

The explanation I heard was that theme encounter powers are not as strong as normal class encounter powers; they're balanced more like at-will powers in power level. They don't net you much extra power, just give you an extra option once per encounter.
 

In 2E Dark Sun the you were advised if not required to start a campaign at third level or higher. Getting an extra encounter power at first level is power-wise like characters starting at third level. They're not quite as powerful as normal encounter powers but they do provide a little something to offset the increased power of monsters you typically run across on Athas. In a Dark Sun campaign they let your characters survive at lower levels and give more options to them when they increase in level.

The downside to themes, at least Dark Sun themes, is they would tip the game balance a little in non-Dark Sun campaigns. I think for the most part though themes don't add obscene amounts of power to first level characters. They get an extra encounter power that is somewhere between an at-will and encounter in terms of damage/capability. I think in the grand scheme of the game they're pretty balanced and don't really break anything if you use them outside of Dark Sun.

They're apparently going to be expanded in subsequent supplements so I think they're meant to be used and will make for cool flourishes for characters. Again they're not all that powerful but give characters cool extra options as they level up. I also like that they always use your primary ability so you can add a theme to any class/race combination.
 

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