Mark Hope said:Expedition to Giustenal....
I have on my hard drive an in progress (far from playable yet) house rules Dark Sun campaign that blends Grim Tales with the Black Company magic and equipment rules. I wasn't sure yet how to put in psionics on top of this yet... I was thinking of Green Ronin's Psychic's Handbook. But it didn't seem like it would mesh easily with the magic rules that is now True Sorcery... putting me back a step one looking for a psionic flavored system that works well with True Sorcery. Ah well...Henry said:If I were to GM a Dark Sun game, I would use the material from the first box as the backdrop, not the second one. Too much hope got injected.
Heck, I might even go so far as to use Grim Tales rules, with Magic and Psionics tacked on.
Have you checked out Elements of Magic Revised yet? It's an awesome magic system using spell points and allows you to choose what your spells do to every minute detail.Eric Anondson said:I have on my hard drive an in progress (far from playable yet) house rules Dark Sun campaign that blends Grim Tales with the Black Company magic and equipment rules. I wasn't sure yet how to put in psionics on top of this yet... I was thinking of Green Ronin's Psychic's Handbook. But it didn't seem like it would mesh easily with the magic rules that is now True Sorcery... putting me back a step one looking for a psionic flavored system that works well with True Sorcery. Ah well...
megamania said:That is the one of the two problems I am having the most with conversion of Darksun.
Defiling and lack of metal.
Defiling just requires working on it and more consideration of the two existing methods. The lack of metal for arms and armor effects things in every level. One solution was the "advanced" hides / exoskeletons to give steel-like strength but it doesn't work in my mind.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.