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Dark Sun 5E conversion - draft
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<blockquote data-quote="Charlaquin" data-source="post: 7555295" data-attributes="member: 6779196"><p>Nice. An alternative suggestion for the Elf Run trait - what about instead of a bonus to all forced march saved and removing the perception penalty for fast pace, they keep the penalty (I mean, they’re supposed to be running the whole way, right? Disadvantage on perception makes sense) and auto-succeed on forced march saves, but only as long as they travel at a fast pace. Without Trance, that’s 16 hours of travel and 8 hours of rest per day for a total of 62 miles per day with no risk of exhaustion, but only if they eat that perception penalty the whole way. Slow down, and they lose their flow and start having to make Con saves.</p><p></p><p>Some additional thoughts:</p><p></p><p>How married are you to half-giants’ mercurialness being expressed through shifting alignment? Alignment has very, very few mechanical effects in 5e, so I don’t really see that ability doing much, other than starting arguments about whether or not the half-giant’s player is roleplaying their character correctly. What if instead, half giants take on a characteristic (which is to say, a personality trait, ideal, bond, or flaw) of one of their party members each day. Then you’ve got Inspiration acting as an incentive for the player to mimic other characters, and it’s focused on specific behavior instead of the more nebulous and controversial alignment.</p><p></p><p>On a similar note, what if Dwarves’ Focus took the form of a characteristic? Gain Inspiration whenever you make meaningful progress towards your focus, pick a new one when you resolve it. Maybe give some additional benefit for making progress towards and/or resolving your focus as well, so that it’s still useful in games with DMs who don’t like using Inspiration.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7555295, member: 6779196"] Nice. An alternative suggestion for the Elf Run trait - what about instead of a bonus to all forced march saved and removing the perception penalty for fast pace, they keep the penalty (I mean, they’re supposed to be running the whole way, right? Disadvantage on perception makes sense) and auto-succeed on forced march saves, but only as long as they travel at a fast pace. Without Trance, that’s 16 hours of travel and 8 hours of rest per day for a total of 62 miles per day with no risk of exhaustion, but only if they eat that perception penalty the whole way. Slow down, and they lose their flow and start having to make Con saves. Some additional thoughts: How married are you to half-giants’ mercurialness being expressed through shifting alignment? Alignment has very, very few mechanical effects in 5e, so I don’t really see that ability doing much, other than starting arguments about whether or not the half-giant’s player is roleplaying their character correctly. What if instead, half giants take on a characteristic (which is to say, a personality trait, ideal, bond, or flaw) of one of their party members each day. Then you’ve got Inspiration acting as an incentive for the player to mimic other characters, and it’s focused on specific behavior instead of the more nebulous and controversial alignment. On a similar note, what if Dwarves’ Focus took the form of a characteristic? Gain Inspiration whenever you make meaningful progress towards your focus, pick a new one when you resolve it. Maybe give some additional benefit for making progress towards and/or resolving your focus as well, so that it’s still useful in games with DMs who don’t like using Inspiration. [/QUOTE]
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