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Dark Sun - The Burnt World of Athas (5e Conversion)
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<blockquote data-quote="GreenTengu" data-source="post: 6774593" data-attributes="member: 6777454"><p>It is rather "convenient" that the races the slayers managed not to wipe out were those that were playable in 1st edition. Seriously, how hard is it to wipe out elves? They live in isolated pockets, hardly ever breed and take forever to reach maturity. Oh, but they can't be wiped out, they are a PHB race. In fact, it is rather odd that the one of the champions that rose up was one of the abject failures.</p><p></p><p>Anyway, the world was wrapped around a big meta-plot that involved taking down the 12 Sorcerer Kings and finally the Dragon King which would release Rajaat and... possibly cause the world to be reborn into a blue paradise? (Although clearly he wanted to remake the world with nothing but humans and possibly Halflings, so...)</p><p></p><p>Anyway, the first things you need to be concerned about with Dark Sun is that the environment is meant to be more of a danger to any "adventurers" within it than any particular enemies. Rations/water tend to be all but hand-waved in other settings, in this one they need to be critical for anyone traveling. If people are playing this setting and not triple-checking their water supply and keeping track of potential water/food sources when going between point A and point B, it hasn't been done quite right.</p><p></p><p>Next, nearly all organized society is dominated by evil. While there are certainly giant sandworms and the like out there, the constant threat of being captured and sold off as a slave or a gladiator are going to be constant. No one can be trusted as even the neutral NPCs will turn on you in a heartbeat as their very survival is under threat.</p><p></p><p>In terms of classes, the fact that the "mystic" isn't finished and that might be a big issue. On the other hand, the easy work around is just to use either the Warlock or the Sorcerer and say that their "magic" is actually "Psionics". I am not sure which would be more appropriate, but the core mechanics ought to be similar enough that one of them should feel roughly correct enough to ignore any finickiness about the difference.</p><p>Beyond that it is going to be a matter of which classes you decide aren't appropriate for the world. Druids and Paladins might need to go-- and probably whichever of the two classes aren't standing in for Psionics needs to go as do Wizards (unless you don't mind a marked-for-death PC) It is more about throwing out classes than filling in new ones.</p><p></p><p>As for exclusive races...</p><p>Dragonborn might be close enough to the Dray that it doesn't matter, Hill Dwarf might well just be the standard Dwarf in this world, Wood Elf might be the standard elf with a bit of revision to the language of their abilities, Half-Elves work as is because they are super modular, Mul can probably be put together by simply taking the Half-Elf and substituting in some Dwarf attributes/features, for Half-Ogre you should probably just use the Golliath stats as the Monster Manual Half-Ogre (which is about a close to a Half-Giant as you get) just isn't remotely going to work as a PC and remain balanced and when we are talking about being Larged Size and such, it isn't just a matter of spending levels... Aarakocra are already done and Pterran aren't so weird that you can't go ahead and build them out of existing mechanics.</p><p></p><p>That just leaves the Thri-kreen which are an insurmountable challenge. Much like 4E, 5E doesn't give one any ways to properly deal with converting a creature with so many explicit abilities so drastically out-of-line with the other PCs into a functional PC race. </p><p></p><p>Probably the only functional solution is to have the PC spend at least their first 3 levels (possibly first 5 levels) in a "Thri-kreen" class and then have them multiclass over into something else. This might be the way to handle Half-Giant as well, but... I don't know that a PC ever permanently gaining the Large Size feature is going to be balanced.</p><p></p><p>Beyond that, it is just a matter of converting the unique monsters of the world to 5E rules, which shouldn't be so difficult. Maps and locations and the general details of NPCs should convert just fine (with perhaps changing some NPC classes over to something that is more suitable where appropriate).</p><p></p><p></p><p></p><p>This isn't the best way to do this. A better way would be "You are proficient with unarmed attacks. Your unarmed attack deals 1d6 piercing damage."</p><p>Don't worry too much if it is a bite or a claw or what have you.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6774593, member: 6777454"] It is rather "convenient" that the races the slayers managed not to wipe out were those that were playable in 1st edition. Seriously, how hard is it to wipe out elves? They live in isolated pockets, hardly ever breed and take forever to reach maturity. Oh, but they can't be wiped out, they are a PHB race. In fact, it is rather odd that the one of the champions that rose up was one of the abject failures. Anyway, the world was wrapped around a big meta-plot that involved taking down the 12 Sorcerer Kings and finally the Dragon King which would release Rajaat and... possibly cause the world to be reborn into a blue paradise? (Although clearly he wanted to remake the world with nothing but humans and possibly Halflings, so...) Anyway, the first things you need to be concerned about with Dark Sun is that the environment is meant to be more of a danger to any "adventurers" within it than any particular enemies. Rations/water tend to be all but hand-waved in other settings, in this one they need to be critical for anyone traveling. If people are playing this setting and not triple-checking their water supply and keeping track of potential water/food sources when going between point A and point B, it hasn't been done quite right. Next, nearly all organized society is dominated by evil. While there are certainly giant sandworms and the like out there, the constant threat of being captured and sold off as a slave or a gladiator are going to be constant. No one can be trusted as even the neutral NPCs will turn on you in a heartbeat as their very survival is under threat. In terms of classes, the fact that the "mystic" isn't finished and that might be a big issue. On the other hand, the easy work around is just to use either the Warlock or the Sorcerer and say that their "magic" is actually "Psionics". I am not sure which would be more appropriate, but the core mechanics ought to be similar enough that one of them should feel roughly correct enough to ignore any finickiness about the difference. Beyond that it is going to be a matter of which classes you decide aren't appropriate for the world. Druids and Paladins might need to go-- and probably whichever of the two classes aren't standing in for Psionics needs to go as do Wizards (unless you don't mind a marked-for-death PC) It is more about throwing out classes than filling in new ones. As for exclusive races... Dragonborn might be close enough to the Dray that it doesn't matter, Hill Dwarf might well just be the standard Dwarf in this world, Wood Elf might be the standard elf with a bit of revision to the language of their abilities, Half-Elves work as is because they are super modular, Mul can probably be put together by simply taking the Half-Elf and substituting in some Dwarf attributes/features, for Half-Ogre you should probably just use the Golliath stats as the Monster Manual Half-Ogre (which is about a close to a Half-Giant as you get) just isn't remotely going to work as a PC and remain balanced and when we are talking about being Larged Size and such, it isn't just a matter of spending levels... Aarakocra are already done and Pterran aren't so weird that you can't go ahead and build them out of existing mechanics. That just leaves the Thri-kreen which are an insurmountable challenge. Much like 4E, 5E doesn't give one any ways to properly deal with converting a creature with so many explicit abilities so drastically out-of-line with the other PCs into a functional PC race. Probably the only functional solution is to have the PC spend at least their first 3 levels (possibly first 5 levels) in a "Thri-kreen" class and then have them multiclass over into something else. This might be the way to handle Half-Giant as well, but... I don't know that a PC ever permanently gaining the Large Size feature is going to be balanced. Beyond that, it is just a matter of converting the unique monsters of the world to 5E rules, which shouldn't be so difficult. Maps and locations and the general details of NPCs should convert just fine (with perhaps changing some NPC classes over to something that is more suitable where appropriate). This isn't the best way to do this. A better way would be "You are proficient with unarmed attacks. Your unarmed attack deals 1d6 piercing damage." Don't worry too much if it is a bite or a claw or what have you. [/QUOTE]
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