Dragonhelm
Knight of Solamnia
What I like:
- Weapon Breakage Rules
- Sorcerer Kings are all going to be statted up (possible exception: Kalak)
- Thri-Kreen looks somewhat playable while still being "classic"
- Defiling looks like it'll be a decent mechanic, and will tempt the PCs (always a plus).
From what little I've seen of the weapon breakage rules, it sounds like it'll be easy to deal with. I like that.
There was a non-weapon proficiency in DS called weapon improvisation that I hope they work in somehow too.
I like what I've heard of the thri-kreen thus far. As long as they maintain the original flavor, that's the key thing.
What I don't like (so far):
- Crystal weapons. Not in the original set, and why are they here? "Crystal" as a weapon material has always bugged me. Bugged me in Earthdawn, and it bugs me here, too.
- The themes seem to be ability-based, and there aren't enough of them. As I've mentioned earlier, I would have preferred to see smaller themes that replaced magic item dailies. Ah, well.
- Muls don't have much information as of yet that make them interesting or particularly viable as a PC choice (compared to, say, a dwarf).
- Wild Talent as a theme, as opposed to a feat. Fewer wild talent PCs is kind of a let down, but then, there was no way in hell we'd see random wild talents in 4e, so this was probably the best way to go, lest Dark Sun was overcome by layer upon layer of psionics cheese.
I like the idea of crystal weapons, personally. One of the best things that 3rd edition did for psionics was make the crystal association, which added a ton of flavor. So seeing them in Dark Sun seems like a winner to me.
I was surprised that wild talents are a theme. I thought that would be a multiclass feat. I have high hopes for it, though.
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