BTW, the doc is unfinished. After more playtesting, some minor mechanical errors were noticed and more things are being updated to 3.5. So far, no news as to when exactly this will be, but it shouldn't be too long now.
. . . . and I can't find the difference between defilers and preservers. Are the feats the only difference? I don't see what the advantage to being a defiler is
This is a total and blantant oversight of te obvious. The core team is doing a little reworking of the text to clarify things a little more for those unfamiliar with te setting (it was so obvious to all of us because we all have been playing DS for so long that it took someone who wasn't familiar with the setting to notice the gross error). To clarify though, defilers and preservers are mechanically 100% similar. They use the same advancement tables (since the team is required to use the one in the PHB and not the one from 2e), the same spell progression tables, etc. The beefed up feats will be made available for any wizard, but they will only provide enhancements to a wizard who chooses to defile. Should a wizard defile too much and too often, he will no longer be able to cast a spell
without defiling. The difference is no longer between the wizard, but in how the wizard casts his spells (i.e. wether he defiles while casting or not).
Restict cleric spells but make elemental spells more powerful (allow them to be cast as if one level lower for example)
There's a current topic on clerics on the wizard boards about trying to make clerics a little more 'elemental' and less 'priestly (found in this
thread, where the current line of thought is spontaneous casting of elemental spells instead of cures). Athough I tend to cringe anytime I hear the word 'restrict', I do think that clerics on Athas need perhaps a bit more options presented to make them the elementalist that they should be. But, in what way would you have them restricted, especially since there's few spells that I wouldn't want my cleric to have access to. I wouldn't want to ditch 'essential' spells just to be more elemental.
There is no reason for the brute to be a barbarian
There was a
lot of opposition against the barbarian/brute. In the end though, flavor won the day with someone merely rewriting the flavor text of the barbarian to fit better into Dark Sun and it just seemed to work. If your talking about a whole new class though, then by all means, write one up and present it to the team. If its workable, who knows, they just may use it (or submit it to my website in my sig, I'll post anyone's ideas with due credit as 'Optional Rules' for anyone).
Fighters should probably have leadership related abilities like a bard's enspire courage. Perhaps also grant rerolls (say 1/day per 4 levels) to those following his orders. The fighter should be a leader in DS.
This can all be done without rewriting the class. Why do more work for nothing? There are plenty of feats that one could take to have a 'leader'. Does it really have to restrict those who don't want a fighter leader by reworking it into the class features? Also, why can't a charismatic rogue lead a group of irregulars? Or a bard lead a mass of rebelling slaves? Or a cleric lead a group of villagers? (and yes, in the examples I am refering to more mass leadership qualities that the fighter had in 2e. Why should fighter's get all the glory while other party members sit by the wayside during war?)
Defilers should have nasty things happen to the stuff around them. Preservers should be at least 1 level back in casting ability. Both should get a few minor improvements (meta magic feats either standard 3.5 or new ones)
Nasty things do happen to defilers all the time. Its called death by persecution *evil grin*. Kidding aside, I'm not sure what you mean by 'nasty things'.
A spellcaster who is 1 level below a standard wizard is a spellcaster that is not likely to be played, not without some serious benefits. I'm not sure exactly what would those benefits would be to make the class more enticing to play though, or compensate for what would end up being a major crutch. Adding metamagic feats as class skills is rather tricky though and would more likely overpower the wizard in the end. As for new ones, how about some suggestions?
Druids should have their land restrictions and should be more powerful on their land. (say animal comp. as +4 levels; caster level +2 for duration, damage, etc; Summon animals lasting for 1 minute per level) and weaker if gone from their land for more than a few weeks (1 negative level per month max of -3)
The 'Protector of the Land' is going to be covered more in an upcoming group of prestige classes. No one I ever gamed with played a druid more than once since they were weak as an ant off their lands (and try talking a whole party into traveling several hundred miles just so the druid PC could be on par) and while on their land, they really weren't much better. The druid is now more versetile (and much more playable), though I'm not sure how the PrC is going to handle the 'Protector' aspect of the oiginal druid.
Also, some of the DS rules remove niches that people would want to fill...so the Bard is removed....who sings in the taverns or tells stories around the campfire? Who's the DS 'jack of all trades, master of none'? Or why doesn't Dark Sun have one of those types of characters? And what should players who like those types of characters do instead?
The bard isn't necessarily removed, but he has been given a DS facelift. I do agree that there are certain missing niche's. Multiclassing is the only option so far, but if someone wants to create a 'warrior, rogue, with a touch of spellcasting/psionics' by all means, I would love nothing more than to take a gander at it. In fact, it sounds like a great idea.
Can I not use a new weapon or new spell or new monster because that would destroy the flavor of the setting?
New weapons? Sure, why not? I don't remember reading anything about the list of weapons being entirely exclusive, especially since many of the weapons are 'improvised' weapons that the cultures have created over time. I think that many oriental weapons would make great inclusions (made from wood, bone and stone with altered names so they have a slightly better DS feel, but like the kusi-gama, heck even a nagitana with a jawbone at the end of a pole . . .). As for monsters? Once again, why not? Granted, DS never really seemed like a place to introduce fairy races, standard dragons, and such, but its your game in the end. Why wouldn't you be able to? There is an upcoming monster supplement (delayed because of the release of 3.5) that should include old DS monsters as well as encounter tables with monsters from MM, MM2, and (by way of rumor only) FF. But even if its not included in the list, there's no reason why you can't put your favorite monster into your game. I doubt illithids would make the list, but I like them too much and am including them in my game
