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*Dungeons & Dragons
Dark Sun Conversion: Campaign Guide & Monster Manual
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<blockquote data-quote="Coroc" data-source="post: 7901147" data-attributes="member: 6895991"><p>So did now download onto my mobile and check a bit: BIG BIG KUDOS on the MM conversion. I will totally steal this if I run DS in the future, I hope you do not mind.</p><p>On the rulebook: I really like the explanations, what I did not like that much, was your take on Halfgiant (breaks BA), Thrikreen, Mul (why does he get +wis? those are slaves?), some classes which imho just do not work for 5e darksung e.g. barbarian, bard(the standard bard), to name some, also druids are a bit problematic for any thing but NPC.</p><p>I like that you put Templar as a warlock, I'd do it the same.</p><p>Ok everybody got his own preferences, and caters to a different group eventually. For people, who don't know at all to approach DS 5e, your material is great.</p><p>What I also did not like is your weapon system, while only adding breaking vs. not-breaking to inferior weapons - so at least it makes a difference - is a valid approach, I think that the auto-breakage against metal armor is to much. Also the check frequency aka breakage chance is to high. I prefer my own thoughts on that topic (inferior material normal dice, metal one dice category up, breakage on nat. 1 with DC10 and DC5 for armor hit with nat. 20).</p><p>I would not play with feats in DS. Especially problematic are GWM, SS, resilience constitution, and the a feat that gives you an arcane spell (arcane initiate or so cannot recall the name right now) to name a few.</p><p>Just use psionic wild talents instead, which could be taken instead of an ASI.</p><p></p><p>But what is really great in any of your two write-ups is the layout I really love that it almost looks like official material.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7901147, member: 6895991"] So did now download onto my mobile and check a bit: BIG BIG KUDOS on the MM conversion. I will totally steal this if I run DS in the future, I hope you do not mind. On the rulebook: I really like the explanations, what I did not like that much, was your take on Halfgiant (breaks BA), Thrikreen, Mul (why does he get +wis? those are slaves?), some classes which imho just do not work for 5e darksung e.g. barbarian, bard(the standard bard), to name some, also druids are a bit problematic for any thing but NPC. I like that you put Templar as a warlock, I'd do it the same. Ok everybody got his own preferences, and caters to a different group eventually. For people, who don't know at all to approach DS 5e, your material is great. What I also did not like is your weapon system, while only adding breaking vs. not-breaking to inferior weapons - so at least it makes a difference - is a valid approach, I think that the auto-breakage against metal armor is to much. Also the check frequency aka breakage chance is to high. I prefer my own thoughts on that topic (inferior material normal dice, metal one dice category up, breakage on nat. 1 with DC10 and DC5 for armor hit with nat. 20). I would not play with feats in DS. Especially problematic are GWM, SS, resilience constitution, and the a feat that gives you an arcane spell (arcane initiate or so cannot recall the name right now) to name a few. Just use psionic wild talents instead, which could be taken instead of an ASI. But what is really great in any of your two write-ups is the layout I really love that it almost looks like official material. [/QUOTE]
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