Dark Sun! I have them!

Reimagining

I am a big fan of darksun, but I have all the 2e dark sun books. I'm curious to see if they have done any interesting revisions/reimagining of elements of the setting?

Now don't get me wrong, I like the reboot to the 1st box set but there is always room for tweaking things and improvement...
 

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So I picked the books over the weekend from my local store. I really love them.

However, I was kinda let down by the sample adventure as well as the publish adventure. They didn't really seem all that Dark Sun-ish. The sample Eberron adventure, as well as the published Eberron adventure was really cool and got into the campaign setting.

The Dark Sun ones just seem kinda "eh". I think the preview adventure and the free RPG day adventure were better for the campaign feel.

The D&D Encounters Season 2 adventure was better as well.
 

So I picked the books over the weekend from my local store. I really love them.

However, I was kinda let down by the sample adventure as well as the publish adventure. They didn't really seem all that Dark Sun-ish. The sample Eberron adventure, as well as the published Eberron adventure was really cool and got into the campaign setting.

The Dark Sun ones just seem kinda "eh". I think the preview adventure and the free RPG day adventure were better for the campaign feel.

The D&D Encounters Season 2 adventure was better as well.

I will agree that the adventure at the end of the DSCS is blargtastic to say the least. I haven't read Seekers of the Ashen Crown, so I can't compare it to Marauders of the Dune Sea (but see my brand new review of the adventure -- see the link in my sig!).

I liked the Free RPG Day adventure and thought it was a fair introduction to Athas. Didn't play Encounters, so nothing to offer there.
 

I've seen it mentioned that Dark Sun has a revised version of the Inherent Bonuses rules. What's the deal here? How does it differ from the rules from DMG2?

Thanks again for any info.
 

I've seen it mentioned that Dark Sun has a revised version of the Inherent Bonuses rules. What's the deal here? How does it differ from the rules from DMG2?

Thanks again for any info.

Sure. I just happen to be looking at them in preparation for my DS campaign. Unfortunately, I don't have the DMG2 in front of me, so a comparison will be unavailable for now (I'll check when I get home). EDIT -- Looking at DMG2, I don't see an appreciable difference between the systems. The DSCS has a chart, while the DMG2 just spells out the system in text. That's about it.

The DSCS "strongly" encourages DMs to use these rules, since it makes things more "Dark Sun". Also see below*

1st level characters get no bonuses. At 2nd through 6th levels, the attack and damage bonuses are +1. At 4th through 8th levels, the defense bonuses are +1. Each of the attack bonuses and defense bonuses go up every 4 or 5 levels from those points. I'm not going to list the entire table, but that should be enough to give you an idea.

The inherent enhancement bonuses work like any other typed bonuses in 4th ed. You take the higher bonus of the same type. So, if your character is 10th level and finds a +3 sword, his attack and damage bonuses for that sword are +3 (your inherent bonus is +2 at that point). Inherent bonuses cover attacks, damage, and defensive bonuses.

Of interest is additional advice and recommendations on how to alter the treasure parcel system to accomodate these changes. The DMG2 does not have as much information along these lines.

* Of possible interest, the following appears in the introduction to the Fixed Enhancement Bonus section:

DSCS said:
The Dungeon Master is strongly encouraged to adopt the following standard for his or her Dark Sun campaign and fixed enhancement bonuses will be the organized play standard.
-- Living Dark Sun?
 
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Could you go into more detail about the Wielder of the Way path?

The wielder of the way is a paragon path intended for the wilder theme, but battleminds without the theme can also take it.

Its "action point" ability is that you regain 1 power point (pretty nice). Also, at 11th level, you gain 2 power points. It has an ability to "bind yourself" (during a rest) to a weapon and it deals 1[W] extra damage on your next attack. Its level 16 ability is kinda meh (+2 to saving throws after using an augmented attack power).

The encounter power is Impose Your Will. It is a weapon attack and causes your target to grant combat advantage.

The utility power is Rebind the Will. The next melee weapon attack you make dazes any creature it hits.

The daily power is Subjugate the Will. Another weapon attack. This one dominates (save ends), so it's pretty nice.
 

Thanks. DMG2 gave attack bonuses at 2/7/12/17/22/27 and defense bonuses at 4/9/14/19/24/29, so it sounds like Dark Sun is the same.

Two other question about it though, because I'm so incredibly impatient I just don't want to wait while Amazon sends me my book:

Do their recommendations differ from DMG2 on how to alter the parcel breakdown when using inherent bonuses? DMG2 recommended removing the highest and lowest item from each level of play.

Do they have any recommendation on whether weapon properties (crit dice and other properties and powers) should increase to match the inherent bonus? For example, would a +1 Magic Longsword do 2d6 damage on a crit when you're at level 10? Would a +1 Battle Harness give a +2 to initiative at level 10? DMG2 was silent on this matter, as their inherent bonus system seemed to assume it would be used only when there are no magic items, and only alternate rewards (boons, etc).
 

Thanks. DMG2 gave attack bonuses at 2/7/12/17/22/27 and defense bonuses at 4/9/14/19/24/29, so it sounds like Dark Sun is the same.

Two other question about it though, because I'm so incredibly impatient I just don't want to wait while Amazon sends me my book:

Do their recommendations differ from DMG2 on how to alter the parcel breakdown when using inherent bonuses? DMG2 recommended removing the highest and lowest item from each level of play.

The basic recommendations are the same. DSCS goes into more detail about reward strategy and offers alternatives better suited to Dark Sun.

Do they have any recommendation on whether weapon properties (crit dice and other properties and powers) should increase to match the inherent bonus? For example, would a +1 Magic Longsword do 2d6 damage on a crit when you're at level 10? Would a +1 Battle Harness give a +2 to initiative at level 10? DMG2 was silent on this matter, as their inherent bonus system seemed to assume it would be used only when there are no magic items, and only alternate rewards (boons, etc).

The DSCS does mention still giving out magic items. You would still get properties, daily powers, and so forth. The fixed enhancement bonus rules only apply to things with enhancement bonuses. If you got a piece of armor with +2 enhancement to AC and also had a daily power, and your fixed enhancement was already +2 or higher, you could still use the armor's daily power. Nothing in the DSCS says any different.
 


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