Dark Sun 3E rules

They *shouldn't* be balanced in raw power, but should instead be balanced in some other way. RPing is part of it (a defiler (1) gives herself away when she casts and (2) is gonna be even *more* persecuted). Not sure what else to do

Once again, that would be wonderful if this were a d20 conversion. If it were, one could stray into left field as far as balance, game mechanics, and precedence went. Unfortunately, its not. Its a D&D conversion. To be able to call it a D&D conversion it must abide by several rules set in precedence in the core books.

First: All Classes must be balanced against one another. Granted things tend towards the higher end of balance in DS, but its still fairly close to being balanced with the core rules. The team is not allowed to rewrite things like xp tables and challenge ratings and such. Having game breaking classes means that things like that will not work out the way the were made to.

Second: Role-playing disadvantages should never be used to offset mechanical bonuses. This one is actually spelled out in the core rules. This is because different DMs will play out these disadvantages differently and most roleplaying disadvantages rarely apply as often as the advantages do. As such, it cannot be adpapted as an offsetting disadvantage to wizards in this conversion. I favor defiliers and preservers being of the same class (wizard, as presented in the DMG without alteration), but the rule mechanics should be altered when casting a spell.

As a side note, one of the changes to be made reletively soon and included with the updates to 3.5 is the slight alteration of the wizard class (well, not the class itself, but to defiling). We'll have to wait and see what is up the team's sleeve on this.

(edited)
That is, the guy who defiles all the time is a defiler. The guy who never defiles is a preserver. But the guy who just defiles once in a while is *not* a preserver--whatever

And the defiler who repents? Or the preserver who 'takes the chance' one two many times? Options, not restrictions ;) (sorry, I had to say that). The rules will allow for a preserver in desperate need to defile (as was the case in the novels) and for defilers to turn a new leaf through druidic atonement (as from the old 2e DS).
 
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Mach2.5 said:
To avoid confusion on this, I'd advise changing the name of any sorcorer class to something more fitting for DS.
As an aside, Dark Sun was written for 2e before "sorcerer" was a class distinct from wizards. Instead, they use the terms rather interchangably throughout the rules and especially the novels.
 

woodelf said:
Actually, weren't mind flayers of a sort in the original dark sun (box set, MC appendix, or Dragon Kings?).
The only DS thing I've seen that had mind flayers in it was one of the two computer games. They didn't exist in the pen-and-paper setting - it's not like the setting is lacking psionic monsters without them.

Preserver should be the road less-travelled, and a tough choice to stick to. But with some cool (if more flavorful than powerful) advantages.
There are a few places in the books where it's implied that preservers are actually more common than defilers. I'll see if I can find it...

Ah, here it is, from the original box set:
In most cases, wizards take great care to guard the vitality of the world when casting their spells and working their enchantments. (The Wanderer's Journal, page 5)

Then again...
Unfortunately, Preservers are scarce compared to Defilers, and it is a rare person who understands the difference between the two. (The Wanderer's Journal, page 10)

It's the latter that seems to have been accepted as the truth, ignoring the former statement. Personally, I'm leaning toward there actually being more preservers around - there are lots of tribes out there that might accept a preserver but not a defiler on account of the defiler destroying their livelihood (though raider tribes wouldn't care), and in the cities the preservers have a much better chance of survival on account of the Veiled Alliance. There are probably more high-level defilers around though, because the sorcerer-kings mentor a select few who get access to great resources, and because those that do manage to survive will become rather powerful in a short time.
 

Mach2.5 said:
Sounds interesting. Any chance of you doing a full scale write up based on your ideas? I'm personally against sorcies in DS, but I know others who think it would be great and I'm definately not against the inclusion of more options for players.

Um, sure. Though I'm not terribly familiar with the DS rules, and I'll have to read up on them again. It's a setting I've been interested in, but never had a chance to play.

I'll read through my copy of the revised box and your download, and see what I can come up with.
 

I'll read through my copy of the revised box and your download

Heh, for the record, its not my download. I am not a part of the Senate or Overcouncil at all who has slaved (pun intended) over the project for two years now. Just your average Mach, nothing more ;). Head over to the Athas.org website to get a peak at the people who deserve the credit.
 
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Mach2.5 said:
First: All Classes must be balanced against one another. Granted things tend towards the higher end of balance in DS, but its still fairly close to being balanced with the core rules. The team is not allowed to rewrite things like xp tables and challenge ratings and such. Having game breaking classes means that things like that will not work out the way the were made to.

Well, i rather question the claims of balance for the core rules, but that's another matter. As for DS classes: what about something like [making this up as i go] giving defilers free metamagic feats as bonus feats/class abilities, and giving item-creation feats as bonuses to preservers? So defilers get more power in the short-run, but preservers get more in the long-run--that should mimic the in-world dynamic of short-term gains vs. long-term costs.


Second: Role-playing disadvantages should never be used to offset mechanical bonuses. This one is actually spelled out in the core rules. This is because different DMs will play out these disadvantages differently and most roleplaying disadvantages rarely apply as often as the advantages do. As such, it cannot be adpapted as an offsetting disadvantage to wizards in this conversion.

That's a good point. but i don't think it makes it impossible to have different power levels, at least in certain situations.


I favor defiliers and preservers being of the same class (wizard, as presented in the DMG without alteration), but the rule mechanics should be altered when casting a spell.

And the defiler who repents? Or the preserver who 'takes the chance' one two many times? Options, not restrictions ;) (sorry, I had to say that). The rules will allow for a preserver in desperate need to defile (as was the case in the novels) and for defilers to turn a new leaf through druidic atonement (as from the old 2e DS).

I didn't mean to suggest that there's no room for change. Certainly, preservers should be allowed to defile, if they want to. And defilers should be able to atone. But i don't like the idea of being able to pick, willy-nilly, spell-by-spell, whether to defile or preserve. I think there should be stronger mechanical limits, or at least incentives, to mostly stick to one path. The defiler shouldn't be able to cast as a preserver just 'cause there's witnesses around right now and he doesn't want to give himself away. At best, it should take some real effort (a feat, maybe a Wis check, maybe only X times/day). Maybe it just shouldn't be possible. Likewise, there should be more preventing the preserver from defiling than just cultural disapproval (as you say above). There should be a very real (potential) cost to casting a few defiling spells. Just saying "ok, guys, everybody get more than 50' away from me, i'm gonna need the extra boost from defiling to stop this guy" is too easy.
 

Here's an idea for those just itching to play a sorceror type in Dark Sun.

Undoubtedly in the centuries that a Sorceror King (or Queen) has lived, they've sired offspring. Most likely the offspring would be kept as a personal bodyguard or templars but some may flee. In any case, the parent's 'blood' allows them to cast spells innately like a sorceror but also due to the parentage, they take the Half Dragon template, modified to fit Dark Sun.

I'd imagine some city states are more likely to possess these sorcerors than others. This is from memory but in Nibenay, the 'Shadow King' would probably use them as a secret police or as bodyguards for the young girl that accompanies him while in Raam, they would form a separate faction or join with the templars to maintain control after the queen was killed, Oronis' offspring may be slightly different, etc.
 

hrm, that's actually not a bad idea... Of course you may run into all sorts of problems if "daddy" decides to come looking for his wayward son.
 

So defilers get more power in the short-run, but preservers get more in the long-run--

That however, leads to specific balance issues in and of itself, regardless of the mechanics used. Classes, if they're going to be balanced at all, should be balanced at Low, Mid, and High levels. Its fairly impossible to balance every class at each and every level, but long term vs short term balance means that your preserver based wizard sucks at first, then gets better (and I don't want to play a class that sucks at all, especially if he ends up dying off before he 'gets anywhere') while your defiling based wizard is great at first, then begins to suck later on (in which case, I'd likely grow bored, upset, or frustrated that my once cool PC is now a piece 'o garbage). Think along this line: Would everyone want to play this class? Its overpowered if the answer is yes. Will no one want to play it? Its underpowered if the answer is no. Will people drop the class and begin multi-classing out of it once it starts to ebb off in power? Then its not well planned out balance wise.


Undoubtedly in the centuries that a Sorceror King (or Queen) has lived, they've sired offspring. Most likely the offspring would be kept as a personal bodyguard or templars but some may flee. In any case, the parent's 'blood' allows them to cast spells innately like a sorceror but also due to the parentage, they take the Half Dragon template, modified to fit Dark Sun

I've been toying with an idea for doing a little write-up of Bory's son who survived the cataclysmic destruction of Ur Draxa. I though about the half-dragon template as a way to personalize the NPC, but I still have more stuff to work on for my own DS setting expansion first. I'd actually love to see several different templates for the 'children' of the SKs. Abalach-Re was said to have had hundreds of offspring. Nibenay 'created' his own child (the tauric template with cilops and human as the base creatures would work for this one). I don't imagine every SK offspring was some kind of mutant or monsterous being, but the cooler ones may very well be.

I'm not sure about a class that 'requires' the use of a template to start in. I'd alter the 'blood derivation' rather than just stick to dragon child. It gives too many tenuous links to the SKs that I could easily picture a munchikin, power-gamer, or plain old pain in the butt player abusing. Drake's blood, pyreen-blood, spirit of the land, or even decended of a bloodline tainted by Rajaat I think would be better choices than SKs. Plus, defilers who have started their metamorphosis but are still in the early stages are going to appear physically similar to a 'half-dragon'. I wouldn't want to downplay that in the setting at all myself. I'd say that anything draconic should be big, bad, and nasty news for the PCs.
 

Mach2.5 said:


That however, leads to specific balance issues in and of itself, regardless of the mechanics used. Classes, if they're going to be balanced at all, should be balanced at Low, Mid, and High levels. Its fairly impossible to balance every class at each and every level, but long term vs short term balance means that your preserver based wizard sucks at first, then gets better (and I don't want to play a class that sucks at all, especially if he ends up dying off before he 'gets anywhere') while your defiling based wizard is great at first, then begins to suck later on (in which case, I'd likely grow bored, upset, or frustrated that my once cool PC is now a piece 'o garbage).

Standard D&D3E: One wizard uses all his bonus feats for item creation feats; another uses them all for metamagic--supposedly, they're balanced. I'm just suggesting tying that dichotomy to the two types of magic in Dark Sun, and enforcing it--nothing more.


Think along this line: Would everyone want to play this class? Its overpowered if the answer is yes. Will no one want to play it? Its underpowered if the answer is no. Will people drop the class and begin multi-classing out of it once it starts to ebb off in power? Then its not well planned out balance wise.

As for your test questions: those only work if you have power-hungry players. The last D&D3E game i played, it didn't even occur to me to consider the balance of the various classes (it was also my first D&D3E game, so i didn't really have any data on their balance or lack thereof). I tried to find a class that fit my character concept (and eventually ended up switching a couple of skills since there wasn't any class that fit my concept). Even now that i know the weaknesses of monks, i'd still choose that for that character, if forced to use D&D3E core classes. And that's my general experience--i have yet to personally play with someone who chose or didn't choose a class because it was powerful/underpowered. They've all chosen their class (and race, and, to a slightly lesser extent, feats and skills) based on what sort of character they wanted to play. Heck, in my old house-ruled AD&D campaign, the classes were explicitly and blatantly out of balance: priests were clearly the most powerful class (though it depended to some degree on the deity), with the possible exception of Chosen [paladin replacement--sort of like the Champion in Arcana Unearthed]. And i didn't get a disproportionate number of people playing them--lots of people weren't interested in a devout/holy character, or didn't like the idea of having their morality beholden to a higher power. So, i suppose, you could say they *were* balanced, with the negatives in the RPing area offsetting the positives in the mechanical area.

I agree that, *if* you're dealing with a group of powergamers (or, actually, it's worst if you have a couple power gamers and a couple non-), then strict mechanical balance between the classes is necessary. I don't accept, however, that the rules therefore *must* abide by that one style of play in designing options and choosing balance. Moreover, while balancing setting (dis)ads against mechanical (dis)ads may not work for a pseudo-generic ruleset, within a specific setting, i think it may, even for the powergamers group.

Look even at the classes in the D&D PH: they are only really balanced in a specific style of play. If you decide to run a game of courtly intrigue, where violence is almost never an option, there are no physical threats, and casting spells on others is frowned upon, the D&D3[.5]E classes are horribly imbalanced. Nobody would play a fighter unless they *liked* to be a 2nd-stringer with very little to contribute. Or, unless that's what they wanted for flavor reasons. D&D3E, despite its handwaving to the contrary, has already decided that RPing is an element in the balance equation, by choosing which mechanical items have what value for balance purposes--specifically doing the calculation based on an adventuring/dungeon-delving combat-centric campaign style.

Dark Sun alters that basic premise slightly. This thus alters the relative values of character abilities somewhat (simple example: being an arcane spellcaster now has downsides, even if you change no rules). To claim that balance is an abstract and absolute quantity that exists outside of the playgroup, playstyle, and setting is demonstrably absurd.
 

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