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5e has everything it needs for Dark Sun
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<blockquote data-quote="Redwizard007" data-source="post: 8291493" data-attributes="member: 7024098"><p>I'm getting hung up on what changes are really necessary and what is just us die-hards whining.</p><p></p><p><span style="font-size: 18px"><u>Races</u></span></p><p>Aarakocra - as printed</p><p>Dray - use dragonborn. Possibly limit their heritage to a specific color.</p><p>Dwarf - Hill and Mountain dwarf as printed. Focus could be added, but what does it really bring to the table?</p><p>Elf - use Eladrin, High, Mark of Shadow, Shadar-kai, Wood subraces as printed. Nerf their age and boost movement to 35'</p><p>Half-dwarf (Mul) - use half-orc. It fits really, really well.</p><p>Half-elf - basic half-elf as printed</p><p>Halfling - as printed</p><p>Half-giants - use goliath. Yeah, I want them to be large too, but goliaths really do work. Replace cold resistance with resistance to heat.</p><p>Human - as printed</p><p>Kenku - as printed</p><p>Ssurran - use lizardfolk</p><p>Tari - use either Goblins or Kobolds. I'm partial to kobolds.</p><p>Thri-kreen - Should be added as a PC race, but honestly would be fine as a monster only</p><p>Yuan-ti - as printed</p><p></p><p>There are plenty of other races that could be dropped in as native to outlying areas or islands in the Sea of Silt</p><p>Sure, everything needs at least a half-page of re-fluffing, but they are doable.</p><p></p><p><span style="font-size: 18px"><u>Classes</u></span></p><p>Artificer - personally, I hate this class, but there is no other reason to exclude it. Both Artillerist and Battlesmith are probably bad fits.</p><p>Barbarian - fine</p><p>Bard - OMG, no poison! Who cares? Take proficiency in poisoners kit and be done with it.</p><p>Cleric - WE DONT NEED NEW DOMAINS! Pick any domain and flavor it as your elemental variant. Problem solved.</p><p>Druid - Yeah, this doesn't really fit the old DS lore, but we are going to run with it anyway. Fluff may tie druids to a specific area.</p><p>Fighter - fine</p><p>Gladiator - this is a background, not a class.</p><p>Monk - fine</p><p>Paladin - fine. That's right, I said it. Now that the class isn't tied to an alignment these guys should be back on the table.</p><p>Ranger - fine. Natural Explorer needs "desert" broken into all the terrains of Athas, but that's it.</p><p>Rogue - fine.</p><p>Sorcerer - fine except for Clockwork, Divine and Dragon. If Psion never sees print then this is my wanna be. Use spell points.</p><p>Warlock - Just add a Sorcerer King patron and presto! We've got Templars. Shucks. You could even use the existing patrons.</p><p>Wizard - fine. Every wizard can (choose to) defile for a 50% chance of not losing the spell slot when casting a leveled spell. </p><p>Psion - I <s>like</s> don't hate the psionic subclasses, but we need a dedicated Psion with 3 subclasses. Metamorph, Psychic, and Kineticist.</p><p></p><p>So how much work would actually be necessary to do a Dark Sun book right? less than we've seen with Ravenloft.</p></blockquote><p></p>
[QUOTE="Redwizard007, post: 8291493, member: 7024098"] I'm getting hung up on what changes are really necessary and what is just us die-hards whining. [SIZE=5][U]Races[/U][/SIZE] Aarakocra - as printed Dray - use dragonborn. Possibly limit their heritage to a specific color. Dwarf - Hill and Mountain dwarf as printed. Focus could be added, but what does it really bring to the table? Elf - use Eladrin, High, Mark of Shadow, Shadar-kai, Wood subraces as printed. Nerf their age and boost movement to 35' Half-dwarf (Mul) - use half-orc. It fits really, really well. Half-elf - basic half-elf as printed Halfling - as printed Half-giants - use goliath. Yeah, I want them to be large too, but goliaths really do work. Replace cold resistance with resistance to heat. Human - as printed Kenku - as printed Ssurran - use lizardfolk Tari - use either Goblins or Kobolds. I'm partial to kobolds. Thri-kreen - Should be added as a PC race, but honestly would be fine as a monster only Yuan-ti - as printed There are plenty of other races that could be dropped in as native to outlying areas or islands in the Sea of Silt Sure, everything needs at least a half-page of re-fluffing, but they are doable. [SIZE=5][U]Classes[/U][/SIZE] Artificer - personally, I hate this class, but there is no other reason to exclude it. Both Artillerist and Battlesmith are probably bad fits. Barbarian - fine Bard - OMG, no poison! Who cares? Take proficiency in poisoners kit and be done with it. Cleric - WE DONT NEED NEW DOMAINS! Pick any domain and flavor it as your elemental variant. Problem solved. Druid - Yeah, this doesn't really fit the old DS lore, but we are going to run with it anyway. Fluff may tie druids to a specific area. Fighter - fine Gladiator - this is a background, not a class. Monk - fine Paladin - fine. That's right, I said it. Now that the class isn't tied to an alignment these guys should be back on the table. Ranger - fine. Natural Explorer needs "desert" broken into all the terrains of Athas, but that's it. Rogue - fine. Sorcerer - fine except for Clockwork, Divine and Dragon. If Psion never sees print then this is my wanna be. Use spell points. Warlock - Just add a Sorcerer King patron and presto! We've got Templars. Shucks. You could even use the existing patrons. Wizard - fine. Every wizard can (choose to) defile for a 50% chance of not losing the spell slot when casting a leveled spell. Psion - I [S]like[/S] don't hate the psionic subclasses, but we need a dedicated Psion with 3 subclasses. Metamorph, Psychic, and Kineticist. So how much work would actually be necessary to do a Dark Sun book right? less than we've seen with Ravenloft. [/QUOTE]
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