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Dark Sun info from DDXP
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<blockquote data-quote="kerbarian" data-source="post: 5071471" data-attributes="member: 40393"><p>I just played the Dark Sun intro adventure at DDXP; here's what I learned about the Dark Sun rules (which may change before the setting is published):</p><p></p><p>There are at least two new races, Thri-kreen and Mul (no surprise there).</p><p></p><p>Thri-kreen are +Dex/+Wis, speed 7, and they have a couple racial abilities. They can draw or sheathe a weapon or item once per turn as a free action, due to their multiple arms. They also get an encounter, minor-action attack: Thri-kreen claws. It's melee 1, targets 1, 2, or 3 enemies, and it gets a bonus to damage equal to the number of targets. I can't tell what stat it's based on; for the premade character, it's +8 vs. AC, 1d8 + 1 damage, and that character has +5 Wis, +2 Con, +1 Dex.</p><p></p><p>Mul are +Str/+Con, speed 6, and I didn't see any racial abilities on the premade character.</p><p></p><p>They handle inferior weapon materials by adding a rule: Reckless Breakage. Anyone can choose to reroll an attack roll of 1, but if you do, your weapon breaks afterwards. If it's a metal weapon, it only breaks if the reroll is a natural 5 or less. They don't say how this works with magic weapons (none of the premade characters have any).</p><p></p><p>Dark Sun also introduces character themes, which seem to be somewhere between backgrounds and multiclassing. Some examples are gladiator, templar, elemental priest, and wilder. The mechanical effect (at 1st level) seems to be that you get a specific encounter attack power in addition to your normal powers. Any class can take any theme, but it's best to choose one that matches your primary stat, weapon vs. implement, etc. They don't say whether themes are free or not, but none of the premade characters had a visible feat, and they all had themes, so my guess is that you can spend a feat to take a theme.</p><p></p><p>Defilers get a power, Arcane Defiling, that only works with their daily arcane powers. It's an at-will free action to reroll any attack or damage roll (at most 1 reroll per roll), but all your allies within 20 squares take damage equal to half their healing surge value, and that damage can't be reduced or prevented. There doesn't seem to be any mechanical effect to casting as a preserver.</p><p></p><p>There's a new warlock pact -- the Sorcerer King Pact -- and most templars are warlocks.</p><p></p><p>There's one other thing I noticed that's not specifically related to Dark Sun. The premade shaman had a very strong at-will attack power, Spirit Infusion. It's a Spirit power, range Melee spirit 1, that targets an ally. Your spirit companion disappears, and the ally can make a basic attack with a +2 bonus to the attack roll. It's similar to Commander's Strike, but it effectively has range 20, it gives a bonus to attack instead of damage, and it works with ranged basic attacks.</p></blockquote><p></p>
[QUOTE="kerbarian, post: 5071471, member: 40393"] I just played the Dark Sun intro adventure at DDXP; here's what I learned about the Dark Sun rules (which may change before the setting is published): There are at least two new races, Thri-kreen and Mul (no surprise there). Thri-kreen are +Dex/+Wis, speed 7, and they have a couple racial abilities. They can draw or sheathe a weapon or item once per turn as a free action, due to their multiple arms. They also get an encounter, minor-action attack: Thri-kreen claws. It's melee 1, targets 1, 2, or 3 enemies, and it gets a bonus to damage equal to the number of targets. I can't tell what stat it's based on; for the premade character, it's +8 vs. AC, 1d8 + 1 damage, and that character has +5 Wis, +2 Con, +1 Dex. Mul are +Str/+Con, speed 6, and I didn't see any racial abilities on the premade character. They handle inferior weapon materials by adding a rule: Reckless Breakage. Anyone can choose to reroll an attack roll of 1, but if you do, your weapon breaks afterwards. If it's a metal weapon, it only breaks if the reroll is a natural 5 or less. They don't say how this works with magic weapons (none of the premade characters have any). Dark Sun also introduces character themes, which seem to be somewhere between backgrounds and multiclassing. Some examples are gladiator, templar, elemental priest, and wilder. The mechanical effect (at 1st level) seems to be that you get a specific encounter attack power in addition to your normal powers. Any class can take any theme, but it's best to choose one that matches your primary stat, weapon vs. implement, etc. They don't say whether themes are free or not, but none of the premade characters had a visible feat, and they all had themes, so my guess is that you can spend a feat to take a theme. Defilers get a power, Arcane Defiling, that only works with their daily arcane powers. It's an at-will free action to reroll any attack or damage roll (at most 1 reroll per roll), but all your allies within 20 squares take damage equal to half their healing surge value, and that damage can't be reduced or prevented. There doesn't seem to be any mechanical effect to casting as a preserver. There's a new warlock pact -- the Sorcerer King Pact -- and most templars are warlocks. There's one other thing I noticed that's not specifically related to Dark Sun. The premade shaman had a very strong at-will attack power, Spirit Infusion. It's a Spirit power, range Melee spirit 1, that targets an ally. Your spirit companion disappears, and the ally can make a basic attack with a +2 bonus to the attack roll. It's similar to Commander's Strike, but it effectively has range 20, it gives a bonus to attack instead of damage, and it works with ranged basic attacks. [/QUOTE]
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