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<blockquote data-quote="Raduin_Nimblegrund" data-source="post: 101502" data-attributes="member: 2347"><p>Spring break is opon me, and with nothing else to do I thought I would convert some of the Dark Sun rules to D20. If anyone has any kind of opinion on the subject, let me know. I've decided to start with the races of Athas, but if anyone has any suggestions for any of the other points of conversion (new classes, which I may simply ignore or turn into PrC's, Preserving wizards vs. defiling wizards, including monks, barbarians, and sorcerers into the athasian world... etc.)</p><p></p><p>Races: DS includes some new races, and makes some changes to old ones.</p><p>Aaracockra- these aren't in the 3rd edition MM, so I kinda need to start from scratch with this one. According to Age of Heroes they have a natural ac of 7 (13), take 1d4 extra points of damage from bludgeoning weapons, have a flying movement of 36 (?) and a land movement of 6 (?). They take a -2 to all attack rolls in enclosed spaces (and probably to skill checks as well)</p><p></p><p>Im wondering how powerful a flying race like the aaracockra would be... I have to be careful about balance.</p><p></p><p>Half-Giant- This race has basically two features. One is that they have twice the HP of a regular character (yuck) and have to change one axis of their alignment almost daily (yuck). I would rather treat them as half orcs myself...</p><p></p><p>A couple other options for the half giant would be a +2 skill bonus to any skill that they do not have but have witnessed others perform. This ability could only apply to Str, Dex, and Cha skills. (can't mimic a knowledge skill, a perception skill, or the concentration skills) But this may be potentially unbalancing. Also, I could give half giants reach, but I am not sure whether a creature with reach armed with a reach weapon would have even better reach than before... which could be unbalancing as well.</p><p></p><p>Mul- compared to the others, the only feature that this race has is essentially the Endurance feat for free. Quite useful for an adventurer, im sure... but I think this race needs more.</p><p></p><p>Pterran- The features of this race are a natural armor class of 8 (12) and can use a claw/claw attack for 1d4 hp of damage... I think this has some consequences for AoO's, but perhaps they would be considered armed as well. Having claws would effect a pterran monk's damage I would think.</p><p></p><p>Thri-Kreen- Joy, another race missing from the MM. (grr.) They have a higher movement rate, 18. (?) a natural ac of 5 (15) but cannot use rings, cloaks, girdles, bracers, and armor. They got a claw/claw/claw/claw/bite attack 1d4x4/1d4+1 which is slightly unbalancing. </p><p></p><p>They got even more abilities depending on their level, a powerful leap at 3rd level (starting level) that allowed them to travel 20 feet vertically or 50 feet forward. What kind of bonus this would apply to jump checks I dont know. At 5th level they developed a poisonous bite, save vs para. (fortitude check, unknown DC) that would paralyze a victim for a number of rounds dependent on size. Small: 2d10 rounds, Medium: 2d8 rounds, Large: 1d8 rounds, Huge/gargantuan: 1 round. He would also get a free chatkcha proficiency (a sort of crystal boomerang) and at 7th level they could dodge arrows on a 9 or better on 1d20. </p><p></p><p>again Im wary of the race as written since it seems to be rather unbalancing already.</p><p></p><p>More on the regular races of Athas later.</p></blockquote><p></p>
[QUOTE="Raduin_Nimblegrund, post: 101502, member: 2347"] Spring break is opon me, and with nothing else to do I thought I would convert some of the Dark Sun rules to D20. If anyone has any kind of opinion on the subject, let me know. I've decided to start with the races of Athas, but if anyone has any suggestions for any of the other points of conversion (new classes, which I may simply ignore or turn into PrC's, Preserving wizards vs. defiling wizards, including monks, barbarians, and sorcerers into the athasian world... etc.) Races: DS includes some new races, and makes some changes to old ones. Aaracockra- these aren't in the 3rd edition MM, so I kinda need to start from scratch with this one. According to Age of Heroes they have a natural ac of 7 (13), take 1d4 extra points of damage from bludgeoning weapons, have a flying movement of 36 (?) and a land movement of 6 (?). They take a -2 to all attack rolls in enclosed spaces (and probably to skill checks as well) Im wondering how powerful a flying race like the aaracockra would be... I have to be careful about balance. Half-Giant- This race has basically two features. One is that they have twice the HP of a regular character (yuck) and have to change one axis of their alignment almost daily (yuck). I would rather treat them as half orcs myself... A couple other options for the half giant would be a +2 skill bonus to any skill that they do not have but have witnessed others perform. This ability could only apply to Str, Dex, and Cha skills. (can't mimic a knowledge skill, a perception skill, or the concentration skills) But this may be potentially unbalancing. Also, I could give half giants reach, but I am not sure whether a creature with reach armed with a reach weapon would have even better reach than before... which could be unbalancing as well. Mul- compared to the others, the only feature that this race has is essentially the Endurance feat for free. Quite useful for an adventurer, im sure... but I think this race needs more. Pterran- The features of this race are a natural armor class of 8 (12) and can use a claw/claw attack for 1d4 hp of damage... I think this has some consequences for AoO's, but perhaps they would be considered armed as well. Having claws would effect a pterran monk's damage I would think. Thri-Kreen- Joy, another race missing from the MM. (grr.) They have a higher movement rate, 18. (?) a natural ac of 5 (15) but cannot use rings, cloaks, girdles, bracers, and armor. They got a claw/claw/claw/claw/bite attack 1d4x4/1d4+1 which is slightly unbalancing. They got even more abilities depending on their level, a powerful leap at 3rd level (starting level) that allowed them to travel 20 feet vertically or 50 feet forward. What kind of bonus this would apply to jump checks I dont know. At 5th level they developed a poisonous bite, save vs para. (fortitude check, unknown DC) that would paralyze a victim for a number of rounds dependent on size. Small: 2d10 rounds, Medium: 2d8 rounds, Large: 1d8 rounds, Huge/gargantuan: 1 round. He would also get a free chatkcha proficiency (a sort of crystal boomerang) and at 7th level they could dodge arrows on a 9 or better on 1d20. again Im wary of the race as written since it seems to be rather unbalancing already. More on the regular races of Athas later. [/QUOTE]
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