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Dark Sun 4e: Can it work?
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<blockquote data-quote="I'm A Banana" data-source="post: 4476100" data-attributes="member: 2067"><p>For me, it's kind of a matter of "what do you want to do?"</p><p></p><p>Do you want to just update Dark Sun? Or do you just want to apply DS flavor to all of 4e's bits. Where do you start: with the 2e boxed set, or with the 4e PH?</p><p></p><p>I'm a bit of a fan of DS, so here's what I would do, using the model of the FR. The Campaign Guide would have discussions with the DM about what is "appropriate," including pointing out specific things in the PH that were changed to the Player's Guide for DS Flavor Purposes. More encouraging of the DM to change things than to ban them, and open to new input from new books. A few "Guidelines":</p><ol> <li data-xf-list-type="ol"> The Fey Are Dead. No gnomes, no eladrin, no pixies or nymphs or feywild or misty castles or inscrutable fey of any shape. Replace fey with elementals and creatures from the Elemental Chaos. Consider changing the origin of fey who don't give off a strong "otherworldly" vibe (such as Fomorians). </li> <li data-xf-list-type="ol"> Magic Is Broken. There are no default Wizards or Warlocks, they all have alternate features. Warlocks are defilers, Wizards are preservers, and all of them require you to sacrifice HP to power your spells (Warlocks can sacrifice others', Wizards can only sacrifice their own). The reason for the class division is because of the flavor difference between Warlocks (selfish, tricky, damaging magic) and Wizards (weaker but broader magic with an elemental focus). There are no "magical" races or classes. Use psonics instead, in most situations.</li> <li data-xf-list-type="ol"> Technology is Stone-Age. Weapons and armor are made from alternate materials. This is almost purely a flavor adjustment, but is something to keep in mind. </li> <li data-xf-list-type="ol"> The Gods Have Abandoned You. Divine classes are replaced by Primal classes (just as Arcane classes are replaced by Psionic classes). In general, this just means you need to change a keyword or two.</li> <li data-xf-list-type="ol"> Walking Can Kill You. DS makes rules for food, water, and endurance important. This is mostly New Rules territory -- since the core doesn't include anything like <em>Create Food and Drink</em> anymore, we don't really need to remove anything, just add consequences.</li> </ol><p><u>The Player's Guide</u></p><p><strong>RACES</strong></p><ol> <li data-xf-list-type="ol">We don't NEED dragonborn. Eladrin, Tieflings, and Half-Elves are downright inappropriate. If anyone wants to add them make them do the work to do it (or maybe give a brief paragraph of "importing new races"). The Tiefling's schtick: "Intelligent and Charismatic spellcaster" isn't really appropriate for DS PC's. Neither is the Half-Elf schtick of "Between Two Worlds." This is a setting of brutal, physical, uncomompromising beings -- we don't need any PC's being fancy-pants nancy boys or peacemakers. </li> <li data-xf-list-type="ol">New Races. This is assuming there is room for two, I'd pick Thri-kreen and Half-Giant. Half-Giants take the Dragonborn role of being the bruisers. Thri-kreen take the Eladrin role of being the "mobile" race. </li> <li data-xf-list-type="ol">Existing Races: Discuss Athasian Elves, Athasian Dwarves, and Athasian Halflings. These can grant different racial powers (Athasian Elves might have an Endurance ability, Athasian Dwarves might have a Focus ability, Athasian Halflings might have a poison-related ability). </li> <li data-xf-list-type="ol">Supporting Cast: Discuss "monstrous" PC options that might be common. Muls, Aarakocra, Pterran, Lizardfolk, Gith; here might be a good place for that paragraph about Dragonborn. </li> </ol><p></p><p><strong>CHARACTER CLASSES</strong></p><ol> <li data-xf-list-type="ol">Base assumption: all PH classes are "packages of abilities," not ardent archetypes. This may require re-working a few abilities, but I'd rather provide alternate abilities than brand new classes.</li> <li data-xf-list-type="ol">New Class: That said, yes, Athas needs a new class. I nominate a psionic class -- wilder or psychic warrior, assuming those aren't already done in a psionic HB. This shows off DS's big "no magic, but psionics!" schtick pretty well. </li> <li data-xf-list-type="ol">Existing Classes: Fighters gain a Gladiator build. Warlocks gain a Defiler build. Wizards gain a Preserver build. Clerics and Paladins gain an Elementalist build. Warlords gain a Templar build. These will switch around some proficiencies, and require some alternate class features (and perhaps some higher-level powers, too). Gladiators don't have heavy armor but have buckets o' HP. Defilers gain extra power when they are around living things (that then die). Preservers gain extra power when they make a sacrifice. Elementalists don't use Radiant damage, they use elemental damage (fire, acid, thunder, lightning). Elemental paladins should have a replacement ability for their Challenge, because the "brave knight" schtick doesn't work here. Templars might have some similarities to Warlocks in some of the class features. And don't forget the psionics. </li> <li data-xf-list-type="ol">Paragon Paths: Probably at least one new path per class, and one per race, just to sprinkle some DS flavor here and there. Also mix in some psionic ones. </li> <li data-xf-list-type="ol">Epic Destinies: Sorcerer-kings, here we come.</li> </ol><p></p><p><strong>BACKGROUNDS, FEATS, RITUALS, DAILY LIFE, ETC.</strong></p><ol> <li data-xf-list-type="ol">This is a great place to include common PC regions and the backgrounds that they may have. </li> <li data-xf-list-type="ol">Racial feats for the new races</li> <li data-xf-list-type="ol">Whatever iconic DS magic doesn't work best in combat goes into Rituals</li> <li data-xf-list-type="ol">Flavor Load with the rest</li> </ol></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4476100, member: 2067"] For me, it's kind of a matter of "what do you want to do?" Do you want to just update Dark Sun? Or do you just want to apply DS flavor to all of 4e's bits. Where do you start: with the 2e boxed set, or with the 4e PH? I'm a bit of a fan of DS, so here's what I would do, using the model of the FR. The Campaign Guide would have discussions with the DM about what is "appropriate," including pointing out specific things in the PH that were changed to the Player's Guide for DS Flavor Purposes. More encouraging of the DM to change things than to ban them, and open to new input from new books. A few "Guidelines": [LIST=1] [*] The Fey Are Dead. No gnomes, no eladrin, no pixies or nymphs or feywild or misty castles or inscrutable fey of any shape. Replace fey with elementals and creatures from the Elemental Chaos. Consider changing the origin of fey who don't give off a strong "otherworldly" vibe (such as Fomorians). [*] Magic Is Broken. There are no default Wizards or Warlocks, they all have alternate features. Warlocks are defilers, Wizards are preservers, and all of them require you to sacrifice HP to power your spells (Warlocks can sacrifice others', Wizards can only sacrifice their own). The reason for the class division is because of the flavor difference between Warlocks (selfish, tricky, damaging magic) and Wizards (weaker but broader magic with an elemental focus). There are no "magical" races or classes. Use psonics instead, in most situations. [*] Technology is Stone-Age. Weapons and armor are made from alternate materials. This is almost purely a flavor adjustment, but is something to keep in mind. [*] The Gods Have Abandoned You. Divine classes are replaced by Primal classes (just as Arcane classes are replaced by Psionic classes). In general, this just means you need to change a keyword or two. [*] Walking Can Kill You. DS makes rules for food, water, and endurance important. This is mostly New Rules territory -- since the core doesn't include anything like [I]Create Food and Drink[/I] anymore, we don't really need to remove anything, just add consequences. [/LIST] [U]The Player's Guide[/U] [B]RACES[/B] [LIST=1] [*]We don't NEED dragonborn. Eladrin, Tieflings, and Half-Elves are downright inappropriate. If anyone wants to add them make them do the work to do it (or maybe give a brief paragraph of "importing new races"). The Tiefling's schtick: "Intelligent and Charismatic spellcaster" isn't really appropriate for DS PC's. Neither is the Half-Elf schtick of "Between Two Worlds." This is a setting of brutal, physical, uncomompromising beings -- we don't need any PC's being fancy-pants nancy boys or peacemakers. [*]New Races. This is assuming there is room for two, I'd pick Thri-kreen and Half-Giant. Half-Giants take the Dragonborn role of being the bruisers. Thri-kreen take the Eladrin role of being the "mobile" race. [*]Existing Races: Discuss Athasian Elves, Athasian Dwarves, and Athasian Halflings. These can grant different racial powers (Athasian Elves might have an Endurance ability, Athasian Dwarves might have a Focus ability, Athasian Halflings might have a poison-related ability). [*]Supporting Cast: Discuss "monstrous" PC options that might be common. Muls, Aarakocra, Pterran, Lizardfolk, Gith; here might be a good place for that paragraph about Dragonborn. [/LIST] [B]CHARACTER CLASSES[/B] [LIST=1] [*]Base assumption: all PH classes are "packages of abilities," not ardent archetypes. This may require re-working a few abilities, but I'd rather provide alternate abilities than brand new classes. [*]New Class: That said, yes, Athas needs a new class. I nominate a psionic class -- wilder or psychic warrior, assuming those aren't already done in a psionic HB. This shows off DS's big "no magic, but psionics!" schtick pretty well. [*]Existing Classes: Fighters gain a Gladiator build. Warlocks gain a Defiler build. Wizards gain a Preserver build. Clerics and Paladins gain an Elementalist build. Warlords gain a Templar build. These will switch around some proficiencies, and require some alternate class features (and perhaps some higher-level powers, too). Gladiators don't have heavy armor but have buckets o' HP. Defilers gain extra power when they are around living things (that then die). Preservers gain extra power when they make a sacrifice. Elementalists don't use Radiant damage, they use elemental damage (fire, acid, thunder, lightning). Elemental paladins should have a replacement ability for their Challenge, because the "brave knight" schtick doesn't work here. Templars might have some similarities to Warlocks in some of the class features. And don't forget the psionics. [*]Paragon Paths: Probably at least one new path per class, and one per race, just to sprinkle some DS flavor here and there. Also mix in some psionic ones. [*]Epic Destinies: Sorcerer-kings, here we come. [/LIST] [B]BACKGROUNDS, FEATS, RITUALS, DAILY LIFE, ETC.[/B] [LIST=1] [*]This is a great place to include common PC regions and the backgrounds that they may have. [*]Racial feats for the new races [*]Whatever iconic DS magic doesn't work best in combat goes into Rituals [*]Flavor Load with the rest [/LIST] [/QUOTE]
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