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Dark Sun Conversion: Campaign Guide & Monster Manual
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<blockquote data-quote="Zardnaar" data-source="post: 7902869" data-attributes="member: 6716779"><p>PCs shouldn't have access to Rajaats as a patron.</p><p></p><p>Arcane magic also comes from plants not pacts so yeah warlock doesn't fit Darksun IMHO. At best an NPC class serving Rajaat.</p><p></p><p>The duality of preservers and defiler wizards is a huge aspect of Darksun. Adding more arcane casters waters that idea down.</p><p></p><p>Druids fit Darksun, only high level ones have lands and they are still allowed to travel. Removing that aspect of the Druid doesn't really hurt the setting in any way.</p><p></p><p>The classes don't have to 100% mechanically fit the 2E stuff but the big picture stuff should stay the same. By that I mean clerics should get their spells and probably domains from the elements. Clerics don't need to duplicate the 2E ones. </p><p></p><p>Some barbarians fit the setting, Warlocks, PHB Sorcerers hell no sorcerers in general no</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7902869, member: 6716779"] PCs shouldn't have access to Rajaats as a patron. Arcane magic also comes from plants not pacts so yeah warlock doesn't fit Darksun IMHO. At best an NPC class serving Rajaat. The duality of preservers and defiler wizards is a huge aspect of Darksun. Adding more arcane casters waters that idea down. Druids fit Darksun, only high level ones have lands and they are still allowed to travel. Removing that aspect of the Druid doesn't really hurt the setting in any way. The classes don't have to 100% mechanically fit the 2E stuff but the big picture stuff should stay the same. By that I mean clerics should get their spells and probably domains from the elements. Clerics don't need to duplicate the 2E ones. Some barbarians fit the setting, Warlocks, PHB Sorcerers hell no sorcerers in general no [/QUOTE]
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