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2010: Is it Dragonlance? (hint)
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<blockquote data-quote="Dausuul" data-source="post: 4834277" data-attributes="member: 58197"><p>I think people are overestimating the difficulty of importing 4E core material into Dark Sun. Almost any race can be Dark Sun-ified with very little trouble. I mean, look at the races they imported back when the original Dark Sun came out. Delicate forest-loving elves and fat hobbity halflings - can you imagine any races less suited to life on Athas? That didn't stop them from turning elves into long-legged thieves and halflings into cannibals.</p><p></p><p>Divine classes need an alternative to traditional gods, but again, they faced the same problem in 2E. That's why Dark Sun has elemental powers, sorceror-kings, and spirits of the land. For equipment, simply say that regular equipment is made of bone, wood, stone, or obsidian; metal gear is so rare as to be effectively magical. All bronze equipment is at least +1 and all steel equipment is at least +2. Copper pieces become bits, silver becomes ceramic, and gold becomes copper.</p><p></p><p></p><p></p><p>This could work, but then why bother? If the two settings are separated by a giant ocean and have no knowledge of each other, what is gained by putting Dark Sun on the same planet as Eberron? All you're doing is restricting what you can put into Dark Sun, with no benefit.</p><p></p><p>IMO, this kind of world-melding is best left to the individual DM. If you want your world to be a Dark Sun/Eberron hybrid, go for it. But the designers shouldn't try to shoehorn the rest of us into Eberron.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4834277, member: 58197"] I think people are overestimating the difficulty of importing 4E core material into Dark Sun. Almost any race can be Dark Sun-ified with very little trouble. I mean, look at the races they imported back when the original Dark Sun came out. Delicate forest-loving elves and fat hobbity halflings - can you imagine any races less suited to life on Athas? That didn't stop them from turning elves into long-legged thieves and halflings into cannibals. Divine classes need an alternative to traditional gods, but again, they faced the same problem in 2E. That's why Dark Sun has elemental powers, sorceror-kings, and spirits of the land. For equipment, simply say that regular equipment is made of bone, wood, stone, or obsidian; metal gear is so rare as to be effectively magical. All bronze equipment is at least +1 and all steel equipment is at least +2. Copper pieces become bits, silver becomes ceramic, and gold becomes copper. This could work, but then why bother? If the two settings are separated by a giant ocean and have no knowledge of each other, what is gained by putting Dark Sun on the same planet as Eberron? All you're doing is restricting what you can put into Dark Sun, with no benefit. IMO, this kind of world-melding is best left to the individual DM. If you want your world to be a Dark Sun/Eberron hybrid, go for it. But the designers shouldn't try to shoehorn the rest of us into Eberron. [/QUOTE]
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