Najo said:
So, what would an outline or table of contents look like for the original (brom era) dark sun if it were done now days with 3.5 rules. What content would you expect to see in there? Share examples of that content like feats, prestige classes, magic items etc.
Alright.
We would first see race write-ups, done similarly to the Eberron campaign setting. Half-Giants and Thri-Kreen would either be Level Adjustment races (and we'd keep the "Start at 3rd level rule), or they would be monster classes. I actually like the idea of monster classes, but I'm the only one, probably. Muls could probably get away with LA +0, if you made them roughly comparable to the half-orc or something.
(were it me, I'd drop the huge stats that were found in Dark Sun; their original intention was to give each PC some bonuses due to high stats, which typically showed up around 15 or so. Since a character in 3e gets a boost at a score of 12, I don't think the 4d4+4 method is necessary anymore).
Then we'd go to classes, with variants for many classes that subbed out spellcasting. Bards would become psionic, or maybe more rogueish (which is what they did in the Brom Era). Sorcerers and Wizards would be as is, although I'd add a feat that they could take that would allow them to add Bluff and Sleight of Hand to their skill list, so they can conceal somatic components - I'd also drop the familiars entirely, and have some ability replace them (if you want a familiar, you can burn a feat).
Druids would get a bit of a change, using the shapeshifting variant from PHB 2. And I'd mess around with their spell list a bit (or do what Eberron did for druids, and have feats add spells to their spell list, depending on what focus you chose for your druid; a volcano druid who took, the feat would have different powers than a silt sea druid). I'd also drop the "tied to the land" feature that druids in 2e DS had - I hated that, and it stopped me from playing druids on Athas.
Clerics would have to choose an element, and select their domains from a list approved for that element. As I was saying earlier, Shugenja could be a good replacement for clerics, if you added some more support spells. Templars could easily just be clerics with a different spell list, although I'd personally want something.... more.
I wouldn't make a gladiator class, although I wouldn't object to one, either. If there was one, I'd say d12, feat every third level, a little bit of unarmed combat abilities, the ability to switch weapon focus feats focus to a different weapon (like the warblade), and some gimmick ability (gets better as fight goes on, gets better as he gets more wounded, or some sort of debuff intimidation attack).
I *would* like to see a Trader class, or at least a noble/aristocrat class. SOmething to remind players that DS isn't just about killing stuff. That there's a huge political undercurrent.
Obviously a bunch of psionic classes.
Feats... I'd add a bunch, obviously. I'd like to see background feats for each city-state (Urik Military training - You fought in Hamanu's armies. You are proficient in a martial weapon of your choice, and gain a +1 bonus on Fortitude Saves, for example). A few feats that could indicate rank (so that a templar with the right feats would have a high status within the templar hierarchy, whereas a PC templar that focused on metamagic feats might not gain as high a status, making templars a bit different from other divine casters). Obviously some feats that tie PCs to organizations like the Veiled Alliance, specific Trading Dynasties, the Order, the Villichi (I think a Villichi feat, taken at 1st level only, would be AWESOME).
Crazy rule variants I'd like to see:
1) Wild Talents rolled on a random table. Loved that.
2) Weapon Breakage on a natural 1 - give a flat percentage that it happens when a 1 is rolled, though, because we lost so many weapons originally to this rule, that our PCs would carry several weapons into combat, which just got silly. A Mul with 5 claymores is kind of dumb.
3) Defiling Rules that are simple. I believe I already mentioned how I'd do it.
4) Piecemeal Armour rules. A bit complex, but whatever.
5) A nitpick - in original DS, it was pretty much a given that you'd use bone weapons - they were some of the cheapest weapons, definately the best non-metal weapon, and the lightest. I'd like to see a bit more of a balancing between the weapons, so that wealthier PCs could have debates over which material is better - bone or stone. I'd also like to see more materials to choose from.
Obviously, there would be new spells (which I'm not a huge fan of) and magical items (Potion Fruits, revisited!) New Prestige Classes would be good, if they made only a few. Just off the top of my head, I can think of:
Master Gladiator
Tribal Leader (leader of a slave tribe, a warrior who buffs other warriors with shouts)
Dynasty Trader (which would work if there wasn't a trader core class)
Templar Emissary (more or less a way to justify Templar PCs - I made every templar PC in my game an emissary)
Giant-Slayer (from Balic region)
Assassin (Hell, this could be "bard", and get rid of the bard core class!)
and a psionic PrC of some sort.
As for setting details itself, I'd set the game right after Tyr became free, because it is a good campaign element. I've run games both before and after Tyr's liberation, and there's just so much more that you can do when Tyr is free (whether or not you're actually in Tyr). I'd also give each city at least two pages, and done in a similar way to the Eberron Campaign setting (only without the massive spoilers). Terrain info on each terrain type, as was done in both settings, would be great. And then quick, half-page comments on most of the major areas - maybe a bit longer for some important areas.
Anyways, that's how I would do it.