Version 1.3 looks great, the parchment background really brings it together. I like the equipment prices and optional vitality rules.
I have a couple suggestions:
1.) the black and white pictures don't gel as well with the new background, you might try different ones.
2.) I think you could put the fighter and monk sections together on one page, since both only take up a half-page each. You might also try putting the ranger, rogue, and warlock on the same page, though I realize all three might not fit that well.
3.) There are lots of historical stone slashing and piercing weapons, i.e. stone spearheads, axes, arrowheads, knives. It's kind of weird to limit stone to bludgeoning weapons--even if the old Dark Sun devs might have done so.
4.) You could retain some of the spells that you removed by making minor alterations instead, i.e. Create or Destroy Water -> Destroy Water; Water Walk -> Silt Walk; Simulacra are made from sand rather than snow, etc. You could put them in a new/altered spells section with your anti-defiler spells.
5.) The exhaustion penalties for going without food or water, particularly water, are really steep. I know how important survival is to the feel of Dark Sun, but just 2 or 3 levels of exhaustion can lead to a death spiral. You might consider inventing a separate thirst and/or starvation mechanic, with lower penalties but the same outcome (death). That way, PCs could spend more time in a state of starvation/dehydration before the mechanical penalties become unmanageable.
I have a couple suggestions:
1.) the black and white pictures don't gel as well with the new background, you might try different ones.
2.) I think you could put the fighter and monk sections together on one page, since both only take up a half-page each. You might also try putting the ranger, rogue, and warlock on the same page, though I realize all three might not fit that well.
3.) There are lots of historical stone slashing and piercing weapons, i.e. stone spearheads, axes, arrowheads, knives. It's kind of weird to limit stone to bludgeoning weapons--even if the old Dark Sun devs might have done so.
4.) You could retain some of the spells that you removed by making minor alterations instead, i.e. Create or Destroy Water -> Destroy Water; Water Walk -> Silt Walk; Simulacra are made from sand rather than snow, etc. You could put them in a new/altered spells section with your anti-defiler spells.
5.) The exhaustion penalties for going without food or water, particularly water, are really steep. I know how important survival is to the feel of Dark Sun, but just 2 or 3 levels of exhaustion can lead to a death spiral. You might consider inventing a separate thirst and/or starvation mechanic, with lower penalties but the same outcome (death). That way, PCs could spend more time in a state of starvation/dehydration before the mechanical penalties become unmanageable.