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Dark Sun Conversion - classes
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<blockquote data-quote="Staffan" data-source="post: 1226424" data-attributes="member: 907"><p><strong>Mostly unchanged</strong></p><p></p><p>First, a bunch of classes that didn't change much in the conversion.</p><p></p><p>First, these are the classes that only have minimal changes, or none at all.</p><p><span style="font-size: 15px">Barbarian</span></p><p>As in the core rules, but without Medium armor proficiency or Swim as a class skill.</p><p></p><p><span style="font-size: 15px">Bard</span></p><p>Bards are removed. If you want to play a character like an Athasian 2e bard, play a rogue and work on the Perform and Craft (poisonmaking) skills.</p><p>Alternately, use the bard from athas.org’s conversion. If so, make Alchemy its own skill rather than a subskill of Craft, and make bards the only ones who have access to it.</p><p></p><p><span style="font-size: 15px">Fighter</span></p><p><span style="font-size: 15px"></span>The fighter works pretty much like in the core rules, except Swim is not a class skill, and they don’t get free proficiency in Heavy armor.</p><p></p><p><span style="font-size: 15px">Gladiator</span></p><p><span style="font-size: 15px"></span>With the flexibility of the Fighter class, there is no need for gladiator to be a separate class. Just make a fighter and take appropriate feats. Most of the gladiator abilities will be converted to feats when I get to that.</p><p></p><p><span style="font-size: 15px">Preserver</span></p><p><span style="font-size: 15px"></span>The preserver is the standard D&D wizard, with the difference that they only get one free spell when they gain a new spell level (odd levels up to 17th) rather than two free spells at every level.</p><p>I still haven't decided whether to go the Revised DS route of forbidding school specialization. The main advantage of doing so would be to allow some pruning of the Enchantment school (which has rather few spells now) in order to give psions a stronger niche.</p><p></p><p><span style="font-size: 15px">Psion</span></p><p><span style="font-size: 15px"></span>The Psion works as described in the Psionics Handbook augmented by Mindscapes, except that no subclass has Swim as a class skill, but all have Craft and Profession. Psicrystals are also out.</p><p>Note: I may decide to revise the psionics system at a later date, but for now the main Dark Sun revision is enough. I'll probably take a look at that skill/feat system Green Ronin(?) is working on.</p><p></p><p><span style="font-size: 15px">Psychic Warrior</span></p><p>The Psychic Warrior works as in the Psionics Handbook plus Mindscapes, but without Swim as a class skill or Heavy armor proficiency.</p><p>Note: I may decide to revise the psionics system at a later date, but for now the main Dark Sun revision is enough. I'll probably take a look at that skill/feat system Green Ronin(?) is working on.</p><p></p><p><span style="font-size: 15px">Ranger</span></p><p><span style="font-size: 15px"></span>Rangers work like in the core rules. I’d like to find a clean way of dropping spells and replacing them with something else. If not, they get their spells from the regular Ranger list and not any elemental list.</p><p></p><p><span style="font-size: 15px">Rogue</span></p><p><span style="font-size: 15px"></span>Just like in the core rules, except without Swim as a class skill.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1226424, member: 907"] [b]Mostly unchanged[/b] First, a bunch of classes that didn't change much in the conversion. First, these are the classes that only have minimal changes, or none at all. [size=4]Barbarian[/size] As in the core rules, but without Medium armor proficiency or Swim as a class skill. [size=4]Bard[/size] Bards are removed. If you want to play a character like an Athasian 2e bard, play a rogue and work on the Perform and Craft (poisonmaking) skills. Alternately, use the bard from athas.org’s conversion. If so, make Alchemy its own skill rather than a subskill of Craft, and make bards the only ones who have access to it. [size=4]Fighter [/size]The fighter works pretty much like in the core rules, except Swim is not a class skill, and they don’t get free proficiency in Heavy armor. [size=4]Gladiator [/size]With the flexibility of the Fighter class, there is no need for gladiator to be a separate class. Just make a fighter and take appropriate feats. Most of the gladiator abilities will be converted to feats when I get to that. [size=4]Preserver [/size]The preserver is the standard D&D wizard, with the difference that they only get one free spell when they gain a new spell level (odd levels up to 17th) rather than two free spells at every level. I still haven't decided whether to go the Revised DS route of forbidding school specialization. The main advantage of doing so would be to allow some pruning of the Enchantment school (which has rather few spells now) in order to give psions a stronger niche. [size=4]Psion [/size]The Psion works as described in the Psionics Handbook augmented by Mindscapes, except that no subclass has Swim as a class skill, but all have Craft and Profession. Psicrystals are also out. Note: I may decide to revise the psionics system at a later date, but for now the main Dark Sun revision is enough. I'll probably take a look at that skill/feat system Green Ronin(?) is working on. [size=4]Psychic Warrior[/size] The Psychic Warrior works as in the Psionics Handbook plus Mindscapes, but without Swim as a class skill or Heavy armor proficiency. Note: I may decide to revise the psionics system at a later date, but for now the main Dark Sun revision is enough. I'll probably take a look at that skill/feat system Green Ronin(?) is working on. [size=4]Ranger [/size]Rangers work like in the core rules. I’d like to find a clean way of dropping spells and replacing them with something else. If not, they get their spells from the regular Ranger list and not any elemental list. [size=4]Rogue [/size]Just like in the core rules, except without Swim as a class skill. [/QUOTE]
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