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Dark Sun Conversion to 4E
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<blockquote data-quote="Silverblade The Ench" data-source="post: 4166040" data-attributes="member: 19083"><p>There's no need to put the new 4th ed races into Dark Sun..wrecks the flavour of the place, IMHO. Though, Dray as Dragonbonrn are probably fine.</p><p></p><p>Dark Sun IS different.</p><p></p><p>I've never agreed with the setting's official history (which I find very silly) and ways of looking at preserving/defiling, for many reasons.</p><p></p><p>I'd suggest that, as someone's said, treat "preserving" as the standard method but no different to normal D&D, however defilers *are* and should be more powerful, but at a cost (that of damage to the environment and livign beings) .</p><p></p><p>Defilers have found a way to "cheat", to be more powerful and thus are indeed more powreful than preservers, and hence, preservers "lost" the war.</p><p>Just accept defilers as being more powerful, don't penalize preservers.</p><p></p><p>A method I'd suggest for defiling to make it truly nasty and scary (mostly for NPCs and animals) is this on castign a defiling spell:</p><p></p><p>1hp damage/spell level, in 1 square per spell level, Will save for 0 Damage, DC as per standard for a spell of that levle by that caster. The caster may opt to leave out allied creatures from the damage (including large plants).</p><p>However, there MUST be life energy to get the benefits form defiling. Otherwise the spell goes off as normal.</p><p></p><p>A defiler can thus tap into a forested or heavy growth area twice, first cast always destroys minor plant life, a second cast will awalys destroy trees, large bushes etc. This means that a defiler won't automatically destroy his "battery" of trees and makes sense as trees = more life force.</p><p></p><p> it also means defilers can use Living beings for power sources! An evil defiler can keep slaves chained nearby...untilt hey die, he can defile.</p><p></p><p>Thus most folk, even allies, simply don't WANT to be near a defiler, only trusted henchmen remain close knowing they are safe (unless their boss gets upset...or runs out of slaves etc)</p><p></p><p>Non steel weapons do -1hit/damage where appropriate (wood sword for example, but obsidian sword would do normal damage, in fact you can argue obsidian pierce/slash should do +1 damage as it's truly razor sharp...but breaks easy).</p><p>non-approproate weapons should break on a roll of 1.</p><p></p><p>Treat halfgiants as ogres, for simplicity.</p><p></p><p>Hm? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 4166040, member: 19083"] There's no need to put the new 4th ed races into Dark Sun..wrecks the flavour of the place, IMHO. Though, Dray as Dragonbonrn are probably fine. Dark Sun IS different. I've never agreed with the setting's official history (which I find very silly) and ways of looking at preserving/defiling, for many reasons. I'd suggest that, as someone's said, treat "preserving" as the standard method but no different to normal D&D, however defilers *are* and should be more powerful, but at a cost (that of damage to the environment and livign beings) . Defilers have found a way to "cheat", to be more powerful and thus are indeed more powreful than preservers, and hence, preservers "lost" the war. Just accept defilers as being more powerful, don't penalize preservers. A method I'd suggest for defiling to make it truly nasty and scary (mostly for NPCs and animals) is this on castign a defiling spell: 1hp damage/spell level, in 1 square per spell level, Will save for 0 Damage, DC as per standard for a spell of that levle by that caster. The caster may opt to leave out allied creatures from the damage (including large plants). However, there MUST be life energy to get the benefits form defiling. Otherwise the spell goes off as normal. A defiler can thus tap into a forested or heavy growth area twice, first cast always destroys minor plant life, a second cast will awalys destroy trees, large bushes etc. This means that a defiler won't automatically destroy his "battery" of trees and makes sense as trees = more life force. it also means defilers can use Living beings for power sources! An evil defiler can keep slaves chained nearby...untilt hey die, he can defile. Thus most folk, even allies, simply don't WANT to be near a defiler, only trusted henchmen remain close knowing they are safe (unless their boss gets upset...or runs out of slaves etc) Non steel weapons do -1hit/damage where appropriate (wood sword for example, but obsidian sword would do normal damage, in fact you can argue obsidian pierce/slash should do +1 damage as it's truly razor sharp...but breaks easy). non-approproate weapons should break on a roll of 1. Treat halfgiants as ogres, for simplicity. Hm? :) [/QUOTE]
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